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  1. - Top - End - #1
    Ogre in the Playground
     
    zagan's Avatar

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    Jul 2007

    Default [3.5] The Revised (and Expanded) Template Project

    REVISED TEMPLATE PROJECT

    Summary



    Introductions

    It’s been a little more than a year since I’ve finished working on the first version of my Template project. Since then it has been and still is being playtest in my pbp campaign. This as allow me to better evaluate my work and to realize that it was deeply flawed. The concept is sound but it lack elegance, finish and most importantly balance. I don’t know how I manage to think that the Exiled template was balance with the other for example, the Artificial and Wonderful template are both fine mechanically but they both are passive template, they grant a few benefit that you mark on your character sheet and that’s all, in short boring. This is why I decided to rework the project nearly from the ground up, you will find in this thread the result of this reworking. In addition to this rework, I’ve also add a lot of material, mostly in the form of alternate class feature and prestige class. This was done to give more option to the player and the DM that may wish to use my work. I hope you will appreciate my work and thank you in advance for reading it.

    Arthropod Template

    An arthropod solar

    Sample Arthropod Creature:
    Spoiler
    Show

    This example use a Dryad as the base creature

    Arthropod Dryad
    Size/Type Female Medium Vermin
    Hit Dice: 4d8 (18hp)
    Initiative: +4
    Speed: 30 ft. (6 squares), climb 15 ft
    Armor Class: 17 (+4 Dex, +3 natural), touch 14, flat-footed 13
    Base Attack/Grapple: +3/+3
    Attack: Poisonous Bite +7 melee (1d4 + poison)
    Full Attack: Poisonous Bite +7 melee (1d4 + poison)
    Space/Reach: 5ft/5ft
    Special Attacks: Spell-like abilities, Poison application, Mindless defense (4/day)
    Special Qualities: Damage reduction 5/cold iron, Tree dependent, wild empathy (+12), Darkvision 60ft, Tremorsense 60ft
    Saves: Fort: +4, Ref: +5, Will: +3
    Abilities: Str 10, Dex 19, Con 11, Int 14, Wis 15, Cha 18
    Skills: Climb +12, Handle Animal +11, Knowledge (nature) +11, Ride +6, Survival +2 (+4 in natural above ground environment)
    Languages Common, Elven and Sylvan
    Feats: Improved Mindless Defense, Weapon Finesse
    Environment: Temperate forests
    Organization: Solitary or grove (4–7)
    Challenge Rating: 4
    Treasure: Standard
    Alignment: Chaotic Good
    Advancement: By character class

    Spell-like Abilities Abilities (CL 6th, Wisdom based)
    At will: Entangle (DC 13), Speak with plants, Tree shape
    3/day: Charm person (DC 13), Deep slumber (DC 15), Tree stride
    1/day: Suggestion (DC 15)

    Tree Dependent (Su): Each dryad is mystically bound to a single, enormous oak tree and must never stray more than 300 yards from it. Any who do become ill and die within 4d6 hours. A dryad’s oak does not radiate magic.

    Wild Empathy (Ex): This power works like the druid’s wild empathy class feature, except that the dryad has a +6 racial bonus on the check.

    Poison (Ex): Injury, Fortitude DC 12, initial and secondary damage vary. The save DC is Constitution-based. The dryad typically choose to use a poison dealing 1d4 Str damage.

    Poison Application (Ex): Once per round, as a move action, an arthropod can lick a manufactured weapon it is holding to apply its poison to it. Any creature taking damage from the weapon is poisoned as normal. If an Arthropod use this ability its bite attack isn’t poisonous until the start of the next round.

    Mindless Defense (Ex) Four times per day, when target by a mind-affecting effect, an arthropod can, as an immediate action, choose to briefly become mindless. This grant it immunity against the effect in question and most likely void it completely. This dryad arthropod is not staggered after using this ability.

    Skills: An arthropod gain a +8 racial bonus on Climb check, it can take 10 on Climb checks, even if rushed or threatened, and it can use its Dexterity modifier instead of its Strength modifiers on Climb checks.


    Creating an Arthropod Creature: Arthropod is a template that can be applied to any non-vermin (referred to hereafter as the base creature).
    An arthropod has all the base creature’s statistics and special abilities except as noted here.

    Size and type: The creature’s type change to vermin. Recalculate base attack bonus, saves, or skill points as appropriate (further detail below). Size is unchanged.

    Hit Dice: All racial Hit dice (including those gain after the application of this template) become d8

    Speed: The creature gain a Climb speed equal to half is base land speed, minimum 5 feet.

    Base Attack/Grapple: The creature base attack bonus derived from it’s racial Hit Dice is changed to average (3/4, as a cleric of it’s level), recalculate it if necessary. The arthropod’s grapple bonus uses its attack bonus and modifiers for Strength and size as normal.

    Attack: The creature gain a poisonous bite attack as a primary natural weapons. If the base creature can use weapons, the arthropod retains this ability. If the base creature posses more than one heads, it gain one bite attack per heads, all primary natural weapon.

    Full attack: An arthropod fighting without weapons uses its bite and any other natural weapons it may posses when making a full attack. If armed with a weapon, it usually uses the weapon as its primary attack and its bite as a natural secondary attack.

    Damage: Arthropod have a bite attack. If the base creature does not have one, use the damage values in the table below. Otherwise, use the values below or the base creature’s damage values, whichever are greater.
    {table=head]
    Size
    |
    Bite Damage

    Fine|
    1

    Diminutive|
    1

    Tiny|
    1d2

    Small|
    1d3

    Medium|
    1d4

    Large|
    1d6

    Huge|
    1d8

    Gargantuan|
    2d6

    Colossal|
    3d6

    [/table]
    In addition any creature taking damage from the bite is poisoned.

    Poison (Ex): Once per day by taking one minute of concentration an arthropod can choose what type of poison its bite attack will deliver for the rest of the day, it’s always an injury poison with a save DC equal to 10 + 1/2 arthropod’s HD + arthropod’s Con modifier

    {table=head]
    Initial
    |
    Secondary

    1d4 Str
    |
    1d4 Str

    1d4 Dex
    |
    1d4 Dex

    1d4 Con
    |
    1d4 Con

    1d3 Int
    |
    1d3 Int

    1d3 Wis
    |
    1d3 Wis

    1d3 Cha
    |
    1d3 Cha

    [/table]

    Special attacks: An arthropod retains all the base creature special attacks and gains those describe below.

    Poison Application (Ex): Once per round, as a move action, an arthropod can lick a manufactured weapon it is holding to apply its poison to it. Any creature taking damage from the weapon is poisoned as normal. If an Arthropod use this ability its bite attack isn’t poisonous until the start of the next round.

    Mindless Defense (Ex) Three times per day, when target by a mind-affecting effect, an arthropod can, as an immediate action, choose to briefly become mindless. This grant it immunity against the effect in question and most likely void it completely. Once an arthropod as used this ability it is staggered for one round.

    Special qualities: An arthropod lose all the trait from it’s previous type but otherwise has all the base creature special qualities, plus darkvision out to 60 feet and tremorsense out to 60 feet.

    Tremorsense (Ex): An arthropod can detect and pinpoint any creature or object within 60 feet in contact with the ground.

    Saving Throws: The creature base save bonus derived from racial Hit dice change as follow, an arthropod Fortitude’s save change to good (equal to two plus half Hit dice round down), while its Reflex and Will’s saves become poor (equal to one third Hit dice round down), recalculate them if necessary.

    Abilities: Unchanged, unlike most vermin arthropod aren’t Mindless unless the base creature was. If this template is applied to a creature that did not posses a Constitution score before, it gain one equal to 3d6.

    Skills: An arthropod gain skill points equal to (2 + Int modifier, minimum 1) per racial Hit dices (four times that at first level), recalculate the creature skill rank if necessary. Any skill given in the creature description is a class skill for the arthropod. In addition Climb and Knowledge (nature) are always class skills for an arthropod.
    Also an arthropod gain a +8 racial bonus on Climb check, it can take 10 on Climb checks, even if rushed or threatened, and it can use its Dexterity modifier instead of its Strength modifiers on Climb checks.

    Challenge Rating: +1

    Level adjustment: +3

    Cosmetic change: When the base creature become an arthropod it’s skin change into a chitin like material often in dark green or brown color but more vibrant color such yellow or red also exist. Its mouth change into a pair of mandible. Its hands, feet or paws often take on a more segmented appearances. It’s eyes become multifaceted and a little bulbous. Finally if it possess wing they become translucent.

    Change Log:
    Spoiler
    Show

    • The wording of the template had been clarified.
    • The Poison can now only deal ability damage, the fatigue and sleep option were useless.
    • Add the Mindless defense ability, it does has a small drawback but it’s minor and flavorful.

    Last edited by zagan; 2011-12-01 at 01:26 PM.
    Latest homebrew: The Avatars of Magic, powerful monster each dedicated to ne school of magic.

    My homebrewer's Extended Signature
    My character :
    Spoiler
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    Mirar, Bizarre human Focused Conjurer/Master specialist (summoning specialist)
    Xilef, shifter Druid 8//Barbarian 5/Weretouched master 3
    Other Character.

  2. - Top - End - #2
    Ogre in the Playground
     
    zagan's Avatar

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    Jul 2007

    Default Re: [3.5] The Revised (and Expended) Template Project

    Artificial Template

    An iron artificial badger

    Sample Artificial Creature:
    Spoiler
    Show

    This example use a Badger as the base creature

    Iron Artificial Badger
    Size/Type Small Construct (Living construct)
    Hit Dice: 1d10+3+1 (9 hp)
    Initiative: +3
    Speed: 30 ft. (6 squares), burrow 10 ft.
    Armor Class: 15 (+1 size, +3 Dex, +1 natural), touch 14, flat-footed 12
    Base Attack/Grapple: +0/–5
    Attack: Claw +4 melee (1d2–1) or Slam (1d3-1)
    Full Attack: 2 claws +4 melee (1d2–1) and bite –1 melee (1d3–1) and slam -1 (1d3-1)
    Space/Reach: 5 ft./5 ft.
    Special Attacks: Rage, deploy spike
    Special Qualities: Living construct trait, spell vulnerabilities, light fortification, iron resilience
    Saves: Fort +3, Ref +3, Will +1
    Abilities: Str 8, Dex 17, Con 17, Int 2, Wis 12, Cha 6
    Skills: Balance +5, Escape Artist +7 +9, Listen +3, Spot +3
    Feats: Agile, TrackB, Weapon FinesseB
    Environment: Temperate forests
    Organization: Solitary, pair, or cete (3–5)
    Challenge Rating: 1-1/2
    Treasure: None
    Alignment: Neutral
    Advancement: 2 HD (Small)

    Rage (Ex): A badger that takes damage in combat flies into a berserk rage on its next turn, clawing and biting madly until either it or its opponent is dead. It gains +4 to Strength, +4 to Constitution, and –2 to Armor Class. The creature cannot end its rage voluntarily.

    Skills: A badger has a +4 racial bonus on Escape Artist checks.

    Deploy Spike (Ex): An iron artificial can, as a swift action, deploy multiple small spikes and blades at the end of it’s fist. This change the damage done by his natural attacks (such as its slam) and unarmed strike to bludgeoning, piercing and slashing damage. In addition when deployed in this way its natural attack and unarmed strike overcome damage reduction as if there were made of adamantine. The spikes and blades can be retract as a swift action.

    Spell Vulnerabilities (Ex): An artificial creature particular makeup mean that they are vulnerable to certain spell or effect depending on the material that made them as describe on the table below.

    {table=head]
    Material
    |
    Spell/Effect
    |
    Consequence

    Iron or Bronze|Heat or Chill metal|As if wearing metal armor
    Iron, Bronze or Stone|Repel metal or stone|As if wearing metal armor
    Iron or Bronze|Rusting Grasp|2d6 dmg, Ref half DC 14 + modifier
    Iron or Bronze|Rust monster touch|2d6 dmg, Ref half DC 17
    [/table]

    Light Fortification (Ex): When a critical hit or sneak attack is scored on an artificial, there is a 25% chances that the critical hit or sneak attack is negated and damage is instead rolled normally.

    Iron Resilience (Ex): An iron artificial gain one additional hit point per Hit dice.


    Creating an Artificial Creature: Artificial is a template that can be applied to any non-construct (referred to hereafter as the base creature). An artificial can be made of different material, either bronze, glass, iron, stone or in some case complicated gear, called clockwork, the type of material is chosen when the template is gained and cannot be changed thereafter.
    An artificial has all the base creature’s statistics and special abilities except as noted here.

    Size and type: The creature’s type change to construct with the Living construct subtype (see spoiler). Recalculate base attack bonus, saves, or skill points as appropriate (further detail below). Size is unchanged.

    Spoiler
    Show
    Constructs (Living construct):
    Trait:
    - Unlike other construct a living constructs has a Constitution score.
    - Unlike other construct a living constructs does not have low-light vision or darkvision
    - Unlike other construct a living constructs is not immune to mind-affecting spell and ability
    - Immunity to poison, sleep effects, paralysis, disease, nausea, fatigue, exhaustion, effects that cause the sickened condition, and energy drain
    - A living construct doesn’t heal lethal damage naturally
    - Unlike other construct a living constructs are subject to critical hit, nonlethal damage, stunning, ability damage, ability drain and death effects or necromancy effects
    - A living constructs can be affected by spells that target living creatures as well as by those that target constructs. Damage dealt to a living constructs can be healed by a cure light wounds spell or a repair light damage spell, for example, and a living constructs is vulnerable to disable construct and harm. However, spells from the healing subschool and supernatural abilities that cure hit point damage or ability damage provide only half their normal effect to a living constructs.
    - A living constructs responds slightly differently from other living creatures when reduced to 0 hit points. A living constructs with 0 hit points is disabled, just like a living creature. He can only take a single move action or standard action in each round, but strenuous activity does not risk further injury. When his hit points are less than 0 and greater than -10, a living constructs is inert. He is unconscious and helpless, and he cannot perform any actions. However, an inert living constructs does not lose additional hit points unless more damage is dealt to him, as with a living creature that is stable.
    - A living constructs can be raised or resurrected.
    - A living constructs does not need to eat, sleep, or breathe, but he can still benefit from the effects of consumable spells and magic items such as heroes' feast and potions.
    - Although living constructs do not need to sleep, a living constructs wizard must rest for 8 hours before preparing spells.


    Hit Dice: All racial Hit dice (including those gain after the application of this template) become d10

    Base Attack/Grapple: The creature base attack bonus derived from it’s racial Hit Dice is changed to average (3/4, as a cleric of it’s level), recalculate it if necessary. The artificial’s grapple bonus uses its attack bonus and modifiers for Strength and size as normal, in addition a clockwork artificial grinding gear ability grant it a +4 bonus on grapple check.

    Attack: The creature gain either a slam attack, for clockwork, bronze, iron or stone artificial, or a rake attack for glass artificial. In both case it act as a primary natural weapons. If the base creature can use weapons, the artificial retains this ability

    Full attack: An artificial fighting without weapons uses its slam or rake and any other natural weapons it may posses when making a full attack. If armed with a weapon, it usually uses the weapon as its primary attack and its slam as a natural secondary attack.

    Damage: Artificial have a slam or rake attack. If the base creature does not have one, use the damage values in the table below. Otherwise, use the values below or the base creature’s damage values, whichever are greater. A glass artificial rake attack has a critical threat range of 19-20.

    {table=head]
    Size
    |
    Slam Damage
    |
    Rake Damage

    Fine|
    1
    |
    1

    Diminutive|
    1
    |
    1d2

    Tiny|
    1d2
    |
    1d3

    Small|
    1d3
    |
    1d4

    Medium|
    1d4
    |
    1d6

    Large|
    1d6
    |
    1d8

    Huge|
    1d8
    |
    2d6

    Gargantuan|
    2d6
    |
    3d6

    Colossal|
    3d6
    |
    4d6

    [/table]

    Special abilities: An artificial retains all the base creature special attacks except for those that depend on a biological mechanism, such as poison or disease (the DM is final judge on what type of attack this may apply too), and gains those describe below either common to all artificial or depending on what material they are made of.

    Deploy Spike (Ex): An iron artificial can, as a swift action, deploy multiple small spikes and blades at the end of it’s fist. This change the damage done by his natural attacks (such as its slam) and unarmed strike to bludgeoning, piercing and slashing damage. In addition when deployed in this way its natural attack and unarmed strike overcome damage reduction as if there were made of adamantine. The spikes and blades can be retract as a swift action.

    Conductivity (Su): A bronze artificial can, as a swift action, channel electricity to his fist for a number of rounds equal to it’s constitution modifier (minimum 1). When channeling electricity in this way a bronze artificial deal an additional 1d4 points of electricity damage when striking with it’s natural attacks (such as its slam) or unarmed strike. Once a bronze artificial has stop channeling electricity it must wait 1 minute before using this ability again.

    Piledriver (Ex): A stone artificial can strike a foe and literally plant him into the ground. As a full-round, it can make a single melee attack against any one opponent either smaller than itself or if it is on higher ground than the opponent. This attack deal twice the normal amount of damage, (twice weapon damage plus twice Str modifier and other bonus) and if the target is standing on a lose terrain (earth, sand or mud) it must succeed on Reflex save (DC 10 + 1/2 stone artificial’s Hit dices + stone artificial’s Str modifier) or be partially planted into the ground. A creature planted into the ground is immobilizedToM p140 until it, or an adjacent creature, succeed on a Strength check as a standard action (same DC as the reflex save) to free itself. Once a stone artificial has used this ability it must wait 1 minute before using it again.

    Special qualities: An artificial lose all the trait from it’s previous type but otherwise has all the base creature special qualities except again for those that depend on a biological mechanism, such as regeneration or scent (the DM is final judge on what type of abilities this may apply too), and also gain those describe below either common to all artificial or depending on what material they are made of.

    Spell Vulnerabilities (Ex): An artificial creature particular makeup mean that they are vulnerable to certain spell or effect depending on the material that made them as describe on the table below.

    {table=head]
    Material
    |
    Spell/Effect
    |
    Consequence

    Iron or Bronze|Heat or Chill metal|As if wearing metal armor
    Iron, Bronze or Stone|Repel metal or stone|As if wearing metal armor
    Iron or Bronze|Rusting Grasp|2d6 dmg, Ref half DC 14 + modifier
    Iron or Bronze|Rust monster touch|2d6 dmg, Ref half DC 17
    Stone|Stone to Flesh|1 Con dmg, Fort negates DC 16 + modifier
    Stone|Soften earth and stone|Stun for 1 round, Fort negates DC 12 + modifier
    Glass|Various|Count as a crystalline creature
    Clockwork|Arcane Lock|Work as Hold Monster but with a range of touch
    Clockwork|Knock|Confuse for 1d4 rounds, Will negates DC 12 + modifier
    [/table]

    Light Fortification (Ex): When a critical hit or sneak attack is scored on an artificial, there is a 25% chances that the critical hit or sneak attack is negated and damage is instead rolled normally.

    Grinding Gear (Ex): Any creature grappling with a clockwork artificial take an amount of damage per round depending on the clockwork artificial size as show on the table below. Any creature striking a clockwork artificial with a natural weapon or an unarmed strike take the same amount of damage. Finally a clockwork artificial gain a +4 bonus on all grapple check.

    {table=head]
    Size
    |
    Grinding Damage

    Fine|
    1

    Diminutive|
    1d2

    Tiny|
    1d3

    Small|
    1d4

    Medium|
    1d6

    Large|
    2d6

    Huge|
    3d6

    Gargantuan|
    4d6

    Colossal|
    5d6

    [/table]

    Stone Fortitude (Ex): A stone artificial gain damage reduction equal to 1 per four Hit dice overcome only by adamantine weapon.

    Iron Resilience (Ex): An iron artificial gain one additional hit point per Hit dice.

    Metal Repulsion (Su): A bronze artificial gain a +2 racial bonus to AC against attack made with metal weapon.

    Light Reflection (Su): A glass artificial can amplify the light passing through him to blur the edge of his silhouette. When in condition of bright illumination, under the sun or in the area of a light spell for example, a glass artificial can as a swift action gain a 5% miss chance per two Hit dice against all attack. This last for a number of round equal to the glass artificial’s Constitution modifier. Once a glass artificial has stop amplifying light it must wait 1 minute before using this ability again.

    Saving Throws: The creature base save bonus derived from racial Hit dice change as follow, all the base creature’s saving throw change to poor (equal to one third Hit dice round down), recalculate them if necessary.

    Abilities: An artificial gains +2 Constitution. If this template is applied to a creature that did not posses a Constitution score before, it gain one equal to 3d6, +2 from the adjustment mentioned previously.

    Skills: An artificial gain skill points equal to (2 + Int modifier, minimum 1) per racial Hit dices (four times that at first level), recalculate the creature skill rank if necessary. Any skill given in the creature description is a class skill for the artificial. In addition Craft and Knowledge (arcana) are always class skills for an artificial.
    Like a Warforged an artificial can use the Craft skill to repair itself. (For detail see ECS p46)

    Feats: Same as base creature.

    Challenge Rating: +1

    Level adjustment: +3

    Cosmetic change: When the base creature become an artificial it change to look like a statue made of the material they are made of. An iron artificial look serrated and spiky. A bronze artificial look polish and lighting is often seen dancing on its skin. A glass artificial is partly transparent and look sharp at the edge. A stone artificial appear very heavy and unwavering. A clockwork artificial is made of constantly moving gear that made it look fake and even more unnatural than the other.

    Change Log:
    Spoiler
    Show

    • The wording of the template had been clarified.
    • Remove the Elemental reaction ability, wasn’t very practical
    • Add different type of artificial each with his own offensive and defensive power
    • Remove the ability to qualify for warforged feat, I want to distance them from that.



    Bizarre Template

    A bizarre wolf mount

    Sample Bizarre Creature:
    Spoiler
    Show

    This example use a Dire Wolf as the base creature

    Bizarre Dire Wolf
    Size/Type Large Aberration
    Hit Dice: 6d8+18 (45 hp)
    Initiative: +2
    Speed: 50 ft. (10 squares)
    Armor Class: 14 (–1 size, +2 Dex, +3 natural), touch 11, flat-footed 12
    Base Attack/Grapple: +4/+15
    Attack: Bite +11 melee (1d8+7) or tentacle +10 melee (1d6+7)
    Full Attack: Bite +11 melee (1d8+7) and tentancle +5 (1d6+3)
    Space/Reach: 10 ft./5 ft.
    Special Attacks: Trip, slim projection (40ft, +6 range touch, DC 16, 1d6 acid per round)
    Special Qualities: Scent, darkvision 60ft, fast healing 1, alien mind (DC 13)
    Saves: Fort +5, Ref +4, Will +6 (+4 on will save against mind affecting effect)
    Abilities: Str 25, Dex 15, Con 17, Int 2, Wis 12, Cha 10
    Skills: Hide +0, Listen +7, Move Silently +4, Spot +7, Survival +2*
    Feats: Alertness, Acidic Slime, TrackB, Weapon Focus (bite)
    Environment: Temperate forests
    Organization: Solitary or pack (5–8)
    Challenge Rating: 4
    Treasure: None
    Alignment: Always neutral
    Advancement: 7–18 HD (Large)

    Trip (Ex): A dire wolf that hits with a bite attack can attempt to trip its opponent (+11 check modifier) as a free action without making a touch attack or provoking an attack of opportunity. If the attempt fails, the opponent cannot react to trip the dire wolf.

    Skills: A dire wolf has a +2 racial bonus on Hide, Listen, Move Silently, and Spot checks.
    *It also has a +4 racial bonus on Survival checks when tracking by scent.

    Alien Mind (Ex): A bizarre mind work in very strange way, this provide some benefit, it gain + 4 racial bonus on Will save against mind-affecting effect and anyone attempting to read its though in any way must make a Will save (DC 13) or become confused for 1d4 round.

    Mutation (Ex): The bizarre dire wolf posses the slime projection and tentacle mutation.

    Slime Projection (Ex): A bizarre with this trait can as a standard action project a slime-like liquid at one creature within 40ft with a ranged touch attack. Any creature hit with this slime his entangled for 1d4 rounds unless they succeed on a Reflex save (DC 16). The bizarre creature can use it three times per day. In addition any creature successfully entangle in this way take 1d6 points of acid damage per round as long as it remain entangle.

    Tentacles (Ex): A bizarre with this trait grow one tentacle that can be use a primary or secondary natural attack.


    Creating a Bizarre Creature: Bizarre is a template that can be applied to any non-aberration (referred to hereafter as the base creature).
    A bizarre has all the base creature’s statistics and special abilities except as noted here.

    Size and type: The creature’s type change to aberration. Recalculate base attack bonus, saves, or skill points as appropriate (further detail below). Size is unchanged. A bizarre with the mind thrust mutation gain the Psionic subtype.

    Hit Dice: All racial Hit dice (including those gain after the application of this template) become d8

    Speed: A bizarre with the leg mutation gain a +10ft bonus to its base land speed.

    Base Attack/Grapple: The creature base attack bonus derived from it’s racial Hit Dice is changed to average (3/4, as a cleric of it’s level), recalculate it if necessary. The bizarre’s grapple bonus uses its attack bonus and modifiers for Strength and size as normal.

    Attack: A bizarre with the tentacles mutation gain one or two tentacles attack as primary natural weapons. If the base creature can use weapons, the bizarre retains this ability

    Full attack: A bizarre with the tentacles mutation fighting without weapons uses its tentacles and any other natural weapons it may posses when making a full attack. If armed with a weapon, it usually uses the weapon as its primary attack and its tentacles as a natural secondary attack.

    Damage: Bizarre with the tentacles trait have one or two tentacles attack. If the base creature does not have one, use the damage values in the table below. Otherwise, use the values below or the base creature’s damage values, whichever are greater.

    {table=head]
    Size
    |
    Tentacles Damage

    Fine|
    1

    Diminutive|
    1

    Tiny|
    1d2

    Small|
    1d3

    Medium|
    1d4

    Large|
    1d6

    Huge|
    1d8

    Gargantuan|
    2d6

    Colossal|
    3d6

    [/table]

    Special attacks: A bizarre retains all the base creature special attacks plus any special attack that may be granted by a mutation (see below).

    Special qualities: A bizarre lose all the trait from it’s previous type but otherwise has all the base creature special qualities, and gains darkvision 60ft, fast healing 1, alien mind and two mutations.
    In addition even if humanoid shaped a bizarre does not gain proficiency with any type of weapon, armor or shield by virtue of this template.

    Alien Mind (Ex): A bizarre mind work in very strange way, this provide some benefit, it gain + 4 racial bonus on Will save against mind-affecting effect and anyone attempting to read its though in any way must make a Will save (DC equal to 10 + half Bizarre creature hit dice + Cha modifier) or become confused for 1d4 round.

    Mutation (Ex, Sp, Ps or Su): A Bizarre gain two of the mutations, described here, chosen at the time this template is gained, unless otherwise note a Bizarre creature can’t have the same mutation more than once.

    • Copy (Sp): A bizarre with this mutation can use the following illusion spell as spell-like ability at will depending on it’s Hit dice.

      {table=head]
      Hit Dice
      |
      Spells

      0-6|
      Silent Image

      7-12|
      Minor Image

      13-18|
      Major Image

      19 or more|
      Persistent Image

      [/table]

      It can only use this ability to create copy of itself and it can only have one copy at a time. If the spell-like ability require concentration, it can concentrate on it as a move action instead of a standard action and it can still concentrate on other spell or power and even cast or manifest one while concentrating on its copy. The caster level of this spell-like ability is equal to the bizarre hit dice and the save DC to disbelieve the effect is equal to 10 + ½ bizarre’s HD + bizarre’s Cha modifier.
    • ---------
    • Healing Blood (Ex): A bizarre with this mutation can as a standard action touch a willing living creature, upon doing so the bizarre take an amount of damage of it’s choice, up to a maximum equal to it’s current hit points and the touched creature regain hit point equal to the amount of damage taken by the bizarre. The damage that the bizarre take in this way cannot be prevent in any way but it heal normally. If the bizarre creature posses at least eight Hit dices, it can use this ability as a move action, and if it posses at least sixteen Hit dices it can use it as a swift action.
    • ---------
    • Leg (Ex): A bizarre with this mutation can grows a pair legs in addition to any other limbs he may have. This improved it’s base land speed by 10 ft and give it a +4 bonus to resist being bull-rushed or tripped. In addition once per day per four Hit dice it posses (minimum 1) it can make one additional 5-foot step in a round, even if it has already made one or moved in this round, it can also chose to move normally after having made this bonus 5-foot step.
    • ---------
    • Magic Sensor (Su): A bizarre with this mutation is considered to always be using Detect magic as if he had concentrate for 3 round but with a range of only 10 ft. The bizarre can increase the range to 60ft for one round with a standard action. If the bizarre posses ten hit die it can increase the range as a move action, if the bizarre posses fifteen Hit die it can increase the range as a swift action. Finally if the bizarre posses twenty Hit die it can increase the range as a free action.
    • ---------
    • Mind Thrust (Ps): A bizarre with this mutation can use Mind Thrust, as the power, as a psi-like ability with a manifester level equal to it’s hit dice three times per day, the save DC is charisma based. Like all psi-like ability it’s automatically augmented depending on the bizarre hit dice. In addition a bizarre with this mutation gain the psionic subtype. Special: This trait can be taken more than once, each times granting three more uses per day.
    • ---------
    • Minion (Sp): A bizarre with this mutation can bring creature to his help. Three time per day it can use summon monster I, as the spell, but it only need a standard action to use it and the summoned creature is pseudonaturalCar p160 instead of Celestial or Fiendish. For every three Hit dices the bizarre creature posses it summon one additional creature of the same type when using its minion ability. A bizarre caster level is equal to its Hit dice for this purpose. Special: This trait can be taken more than once, each times granting three more uses per day.
    • ---------
    • Parabolic Ear (Ex): A bizarre with this trait gain a +4 racial bonus on listen check, if it posses eight Hit dices it also gain blindsense out to 30 feet, if it posses sixteen Hit dices it gain blindsight out to 30 feet instead.
    • ---------
    • Slime Projection (Ex): A bizarre with this trait can as a standard action project a slime-like liquid at one creature within 10ft with a ranged touch attack. Any creature hit with this slime his entangled for 1d4 rounds unless they succeed on a Reflex save (DC equal to 10 + ½ bizarre’s HD + bizarre’s Con modifier). The ranged of this ability improved by 5ft per Hit dice of the bizarre creature and it can use it a number of times per day equal to half it’s Hit dice (minimum 1).
    • ---------
    • Tentacles (Ex): A bizarre with this trait grow one tentacle that can be use a primary or secondary natural attack, see the section about attack for more detail. Special: This trait can be taken twice.
    • ---------
    • Warping Flesh (Ex): A bizarre with this trait can make a special disarm attempt as a immediate action against any opponent that successfully strike it with a manufactured melee weapon. This does not provoke attack of opportunity. This disarm attempt is not made with a weapon but with the bizarre very body, the bonus on the opposed attack roll is equal to the bizarre’s bab + bizarre’s Str modifier + 8 (as a racial bonus). If the disarm attempt is successful the weapon is struck into the bizarre body. A full-round action is need to dislodge it. A bizarre can only have one weapon at a time lodge into its body in this way. While a weapon is lodge in the bizarre’s body, the bizarre gain bonus hit point equal to half the weapon hardness (round down).


    Saving Throws: The creature base save bonus derived from racial Hit dice change as follow, a bizarre Will’s save change to good (equal to two plus half Hit dice round down), while Fortitude and Reflex’s saves become poor (equal to one third Hit dice round down), recalculate them if necessary.

    Abilities: Unchanged. If this template is applied to a creature that did not posses a Constitution score before, it gain one equal to 3d6.

    Skills: A bizarre gain skill points equal to (2 + Int modifier, minimum 1) per racial Hit dices (four times that at first level), recalculate the creature skill rank if necessary. Any skill given in the creature description is a class skill for the bizarre. In addition Knowledge (dungeoneering) is always a class skill for a bizarre.

    Challenge Rating: +1

    Level adjustment: +3

    Cosmetic change: When the base creature become a bizarre the change can manifest into any number of way, even two bizarre that were formerly of the same race with the same mutation can be completely different. The copy mutation generally doesn’t change the creature in any way but occasionally the creature may manifest an organ on the top of their head that flash when they use it. The healing blood mutation on the other hand is often much more visible with thick vein visible through the skin carrying blood of various color, sometimes even changing color. The leg mutation is one of the most obvious with an additional pair of leg ranging in look from identical from preexisting one to completely different. Those with the magic sensor mutation, have eyes that invariably glow in one color or another, purple being the most common. The minion mutation doesn’t produce any visible effect except when used in this case translucent cords of flesh link the summoned creature to the bizarre that summon it. Parabolic ear is an obvious mutation with disproportioned ear that can turn in any and all direction, but their precise shape vary greatly. The slime projection mutation can be obvious with slime dribbling for the creature mouth and sometimes hidden, the slime coming from a small opening in the creature hand for example. If a bizarre as grown one or two tentacles they are often obvious, but sometimes they hide themselves in opening of the body or some fold in the creature skin. Finally the warping flesh mutation is one of the most disturbing, with opening and closing of the creature flesh, change in color, shape or texture. Above and beyond the mutation some bizarre creature exhibit change that do seem to have any purpose be simply make the creature look different.

    Change Log:
    Spoiler
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    • The wording of the template had been clarified.
    • Removed the bluff bonus from alien mind and changed the confusing effect to be based on charisma instead of wisdom.
    • Changed the trait into mutation, more appropriate and less confusing name
    • Copy ability now scale with level but require concentration
    • Replace Energy ray with Mind thrust, more fitting I think.
    • Add the ability to take bonus 5-foot step for the legs mutation.
    • Now the Minion ability summon more creature, they are still really crappy for high level play (above five even) but it mean that they can flank multiple creature, can block the way and various other utility option like that.
    • Removed the organ, resilient, sent and skin traits. Replaced them with healing blood. slime projection, parabolic hear and warping flesh.



    Breather Template

    An human breather

    Sample Breather Creature:
    Spoiler
    Show

    This example use a Harpy as the base creature

    Breather Harpy
    Size/Type Medium Dragon
    Hit Dice: 7d12 (45 hp)
    Initiative: +2
    Speed: 20 ft. (4 squares), fly 80 ft. (average)
    Armor Class: 15 (+2 Dex, +3 natural), touch 12, flat-footed 13
    Base Attack/Grapple: +7/+7
    Attack: Club +7 melee (1d6)
    Full Attack: Club +7/+2 melee (1d6) and 2 claws +2 melee (1d3)
    Space/Reach: 5 ft./5 ft.
    Special Attacks: Captivating song, stunning breath (2d8 damages, 35ft line, DC 13), draconic invocations (beguiling influence)
    Special Qualities: Darkvision 60 ft, low-light vision, immunity to magic sleep effects and paralysis effects
    Saves: Fort +5, Ref +7, Will +6
    Abilities: Str 10, Dex 15, Con 10, Int 7, Wis 12, Cha 17
    Skills: Bluff +19, Intimidate +19, Listen +9, Perform (oratory) +13, Spot +6
    Languages Common, Draconic
    Feats: Dodge, Flyby Attack, Persuasive
    Environment: Temperate marshes
    Organization: Solitary, pair, or flight (7–12)
    Challenge Rating: 5
    Treasure: Standard
    Alignment: Usually chaotic evil
    Advancement: By character class
    Level Adjustment: +4

    Captivating Song (Su): The most insidious ability of the harpy is its song. When a harpy sings, all creatures (other than harpies) within a 300-foot spread must succeed on a DC 16 Will save or become captivated. This is a sonic mind-affecting charm effect. A creature that successfully saves cannot be affected again by the same harpy’s song for 24 hours. The save DC is Charisma-based.
    A captivated victim walks toward the harpy, taking the most direct route available. If the path leads into a dangerous area (through flame, off a cliff, or the like), that creature gets a second saving throw. Captivated creatures can take no actions other than to defend themselves. (Thus, a fighter cannot run away or attack but takes no defensive penalties.) A victim within 5 feet of the harpy stands there and offers no resistance to the monster’s attacks. The effect continues for as long as the harpy sings and for 1 round thereafter. A bard’s countersong ability allows the captivated creature to attempt a new Will save.

    Skills: Harpies have a +4 racial bonus on Bluff, Intimidate and Listen checks.

    Stunning Breath: A breather harpy posses a breath weapon usable once every 1d4 rounds. It’s a 35 ft line dealing 2d8 points of untyped damage. A successful Reflex save (DC 13) reduces this damage by half. A creature taking damage from the breath weapon also need to make a Fortitude save (DC 13) or be stunned for 1 round.

    Draconic Invocations (Sp): A breather harpy can use the beguiling influence invocationDM p79 at will with a caster level of 7th.


    Creating an Breather Creature: Breather is a template that can be applied to any non-dragon (referred to hereafter as the base creature).
    A breather has all the base creature’s statistics and special abilities except as noted here.

    Size and type: The creature’s type change to dragon. Recalculate base attack bonus, saves, or skill points as appropriate (further detail below). Size is unchanged.

    Hit Dice: All racial Hit dice (including those gain after the application of this template) become d12

    Armor Class: The creature natural armor bonus improve by 2.

    Base Attack/Grapple: The creature base attack bonus derived from it’s racial Hit Dice is changed to full (1/1, as a fighter of it’s level), recalculate it if necessary. The breather’s grapple bonus uses its attack bonus and modifiers for Strength and size as normal.

    Special attacks: A breather retains all the base creature special attacks and gains a breath weapon as describe below and access to one least draconic invocations, see below for detail.

    Breath weapon (Su): This breath weapon is usable once every 1d4 rounds, the type of breath weapon depend on the type pf the base creature as describe on the table below. A breather breath weapon is either a line with a length equal to 5 feet per Hit dice or a cone with a radius equal to 5 feet per two Hit dices and it deal one dice of damage per three Hit dices of the creature, the size of the dice depend on the type of breath weapon as indicated in the table. A successful Reflex save (DC 10 + ½ breather’s Hit dices + breather’s Con modifier) reduces this damage by half. A creature taking damage from the breath weapon will often need to make a second save (Fort, Ref or Will) to avoid an effect mentioned in the breath description, the save DC is the same as for the Reflex save. The type of damage dealt by each breath weapon is indicated in it’s description.

    {table=head]
    Original Type
    |
    Breath Weapon
    |
    Dice Size
    |
    Shape

    Aberration|
    Sickening Breath
    |
    d6
    |
    Cone

    Animal|
    Frightening Breath
    |
    d4
    |
    Cone

    Construct|
    Slowing Breath
    |
    d4
    |
    Cone

    Elemental|
    Energy Breath
    |
    d8
    |
    Line

    Fey|
    Confusing Breath
    |
    d4
    |
    Cone

    Giant|
    Boulder Breath
    |
    d10
    |
    Line

    Humanoid|
    Weakening Breath
    |
    d4
    |
    Cone

    Magical Beast|
    Dispelling Breath
    |
    d6
    |
    Cone

    Monstrous Humanoid|
    Stunning Breath
    |
    d8
    |
    Line

    Ooze|
    Paralyzing Breath
    |
    d8
    |
    Cone

    Outsider|
    Blinding Breath
    |
    d8
    |
    Line

    Plant|
    Entangling Breath
    |
    d6
    |
    Cone

    Undead|
    Negative Breath
    |
    d6
    |
    Line

    Vermin|
    Poisoning Breath
    |
    d4
    |
    Cone

    [/table]

    • Sickening Breath (Su): If the base creature was an aberration prior to gaining this template it gain a sickening breath weapon dealing untyped damage. Any creature taking damage must also make a Fortitude save or become sickened for 1 minute, if already sickened the creature become nauseated instead.
    • ---------
    • Frightening Breath (Su): If the base creature was an animal prior to gaining this template it gain a frightening breath weapon dealing untyped damage. Any creature taking damage must also make a Will save or become shaken for 5 rounds, if already shaken the creature become frightened instead, if already frightened the creature become panicked instead.
    • ---------
    • Slowing Breath (Su): If the base creature was a construct prior to gaining this template it gain a slowing breath weapon dealing untyped damage. Any creature taking damage must also make a Will save or become slowed as per the spell for 5 rounds.
    • ---------
    • Energy Breath (Su): If the base creature was a elemental prior to gaining this template it gain an energy breath weapon dealing damage depending on the creature subtype.
      {table=head]
      Subtype
      |
      Damage

      Air|
      Electricity

      Earth|
      Acid

      Fire|
      Fire

      Water or Cold|
      Cold

      [/table]
      If it has multiple subtype or none of the above before gaining this template it choose one for the purpose of this ability upon gaining this template.
    • ---------
    • Confusing Breath (Su): If the base creature was a fey prior to gaining this template it gain a confusing breath weapon dealing untyped damage. Any creature taking damage must also make a Will save or become confused for 2 rounds.
    • ---------
    • Boulder Breath (Su): If the base creature was a giant prior to gaining this template it gain a boulder breath weapon dealing bludgeoning damage. Any creature taking damage must also make a Strength check (same DC as the Reflex save) or be push back 5 feet + 5 feet for each five point below the DC.
    • ---------
    • Weakening Breath (Su): If the base creature was an humanoid prior to gaining this template it gain a weakening breath weapon dealing untyped damage. Any creature taking damage must also make a Fortitude save or become fatigued for 1 minute, if already fatigued the creature become exhausted instead.
    • ---------
    • Dispelling Breath (Su): If the base creature was a magical beast prior to gaining this template it gain a dispelling breath weapon dealing untyped damage. Any creature taking damage is also the subject to an effect identical to the area option of the dispel magic spell. For this purpose the caster level is equal to the breather creature Hit dice but with no maximum.
    • ---------
    • Stunning Breath (Su): If the base creature was a monstrous humanoid prior to gaining this template it gain a stunning breath weapon dealing untyped damage. Any creature taking damage must also make a Fortitude save or be stunned for 1 round.
    • ---------
    • Paralyzing Breath (Su): If the base creature was an ooze prior to gaining this template it gain a paralyzing breath weapon dealing untyped damage. Any creature taking damage must also make a Fortitude save or be paralyzed for 1 round.
    • ---------
    • Blinding Breath (Su): If the base creature was a outsider prior to gaining this template it gain a blinding breath weapon dealing untyped damage. Any creature taking damage must also make a Fortitude save or become blinded for 5 rounds.
    • ---------
    • Entangling Breath (Su): If the base creature was a plant prior to gaining this template it gain a entangling breath weapon dealing untyped damage. Any creature taking damage must also make a Reflex save or be entangled for 5 rounds.
    • ---------
    • Negative Breath (Su): If the base creature was an undead prior to gaining this template it gain a negative breath weapon dealing negative energy damage. Any creature taking damage must also make a Fortitude save or take take 1 point of Strength damage. An undead creature affected by this breath weapon is healed instead of harmed and do not take any Strength damage.
    • ---------
    • Poisoning Breath (Su): If the base creature was a vermin prior to gaining this template it gain a poisoning breath weapon dealing untyped damage. Any creature taking damage is also poisoned, with a contact poison that deals 1d4 points of Constitution damage as initial and secondary damage, the Fortitude save DC to resist the poison effect is equal to the Reflex save of the breath weapon.


    Draconic Invocations (Sp): A breather creature as access to one least draconic invocations taken from the dragonfire adeptDM p24 list of invocationsDM p78. The least invocations is chosen when the template is gained and this choice cannot be changed once it has been made. The breather creature can use this invocation at will, with a caster level equal to its Hit dice and the save DC of the invocation, if any, is Charisma based.

    Special qualities: A breather lose all the trait from it’s previous type but otherwise has all the base creature special qualities, plus darkvision out to 60 feet, low-light vision and immunity to magic sleep effects and paralysis effects. In addition even if humanoid shaped, or able to assume such shape, a breather does not gain proficiency with any type of weapon by virtue of this template.

    Saving Throws: The creature base save bonus derived from racial Hit dice change as follow:, all the base creature’s saving throw change to good (equal to two plus half Hit dice round down), recalculate them if necessary.

    Abilities: Unchanged. If this template is applied to a creature that did not posses a Constitution score before, it gain one equal to 3d6.

    Skills: A breather gain skill points equal to (6 + Int modifier, minimum 1) per racial Hit dices (four times that at first level), recalculate the creature skill rank if necessary. Any skill given in the creature description is a class skill for the breather. In addition Intimidate and Knowledge (arcana) are always class skills for a breather and it gain a +4 racial bonus on Intimidate check.

    Language: A breather gain Draconic as a bonus language.

    Challenge Rating: +1

    Level adjustment: +3

    Cosmetic change: When the base creature become a breather it change surprisingly little. The most obvious one being big scale covering the creature body either in whole or in patch. Some creature also develop a bulge in their throat. The voice of the creature is also often affected, becoming more grave and impressive.

    Change Log:
    Spoiler
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    • The wording of the template had been clarified.
    • The mechanic for the breath weapon had been simplified
    • Add access to one least draconic invocation
    • Add draconic as a bonus language

    Last edited by zagan; 2011-08-13 at 08:35 AM.
    Latest homebrew: The Avatars of Magic, powerful monster each dedicated to ne school of magic.

    My homebrewer's Extended Signature
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    Mirar, Bizarre human Focused Conjurer/Master specialist (summoning specialist)
    Xilef, shifter Druid 8//Barbarian 5/Weretouched master 3
    Other Character.

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    Default Re: [3.5] The Revised (and Expended) Template Project

    Divided Template

    A divided elf

    Sample Divided Creature:
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    This example use a Chuul as the base creature

    Divided Chuul (feral state)
    Size/Type Large Animal (Aquatic)
    Hit Dice: 11d8+44 (83 hp)
    Initiative: +7
    Speed: 40 ft. (8 squares), swim 20 ft.
    Armor Class: 26 (–1 size, +5 Dex, +12 natural), touch 14, flat-footed 21
    Base Attack/Grapple: +8/+19
    Attack: Claw +14 melee (2d6+7)
    Full Attack: 2 claws +14 melee (2d6+7)
    Space/Reach: 10 ft./5 ft.
    Special Attacks: Constrict 3d6+7, improved grab, paralytic tentacles
    Special Qualities: Amphibious, immunity to poison, low-light vision, pounce, scent
    Saves: Fort +9, Ref +12, Will +5
    Abilities: Str 24, Dex 20, Con 18, Int 6, Wis 14, Cha 5
    Skills: Handle animal +1, Hide +15, Listen +11, Spot +11, Swim +15
    Languages Common
    Feats: Alertness, Blind Fight,Combat Reflexes, Improved Initiative
    Environment: Temperate marshes
    Organization: Solitary, pair, or pack (3–5)
    Challenge Rating: 8
    Treasure: 1/10th coins; 50% goods; standard items
    Alignment: Usually chaotic evil
    Advancement: 12–16 HD (Large); 17–33 HD (Huge)

    Constrict (Ex): On a successful grapple check, a chuul deals 3d6+5 points of damage.

    Improved Grab (Ex): To use this ability, a chuul must hit with a claw attack. It can then attempt to start a grapple as a free action without provoking an attack of opportunity. If it wins the grapple check, it establishes a hold and can constrict or on its next turn transfer a grabbed opponent to its tentacles.

    Paralytic Tentacles (Ex): A chuul can transfer grabbed victims from a claw to its ten- tacles as a move action. The tentacles grapple with the same strength as the claw but deal no damage. However, they exude a paralytic secretion. Anyone held in the tentacles must succeed on a DC 19 Fortitude save each round on the chuul’s turn or be paralyzed for 6 rounds. The save DC is Constitution-based. While held in the tentacles, paralyzed or not, a victim automatically takes 1d8+2 points of damage each round from the creature’s mandibles.

    Amphibious (Ex): Although chuuls are aquatic, they can survive indefinitely on land.

    Skills: A chuul has a +8 racial bonus on any Swim check to perform some special action or avoid a hazard. It can always choose to take 10 on a Swim check, even if distracted or endangered. It can use the run action while swimming, provided it swims in a straight line. A divided chuul also gain a +4 racial bonus on Handle animal check.

    Feral State (Ex): At the start of any combat encounter (any encounter that involve fighting) a divided creature automatically enter into a feral state. A feral state is very similar to a barbarian rage and work as follow:
    The divided creature temporarily gains a +4 racial bonus to Strength and to Dexterity but it takes a –4 penalty to Intelligence (minimum 1), it gain two natural claws attack, it base land speed increases by 10 feet and the maneuverability of any fly speed it may posses improved by one step to a maximum of perfect. While in feral state, a divided cannot use the following skill, Autohypnosis, Bluff, Concentration, Diplomacy, Gather Information, Open Lock, Profession, Sleight of Hand, Use Magic Devices, Use Psionic Devices, Use Rope or any Intelligence based skill. It cannot speak in any language, only wordless shout or grunt. It cannot use any abilities that require patience or concentration, this include casting spells, manifesting power, activating magic or psionic items of any sort, using spell-like or psi-like abilities, using supernatural abilities, using martial maneuvers (including stances), it cannot change it’s essentia investment and cannot use any soulmeld that require activation. Upon entering into feral state it lose it’s psionic focus, if any, and cannot regain it in any way until it has ended. He cannot use any feat that require intense study, or non-instinctive action like Divine, Item creation, Metamagic, Metapsionic, Psionic or Wild feat on the other hand it could use most Figther feat (The DM as final say on what sort of feat can or cannot be used while in feral state).
    While in feral state a divided creature must make Handle Animal check to control itself. The check is made as a free action (only once per round for each action) and as if you were trying to push an animal (DC 25). If the divided failed it’s check, it act on instinct, if it’s a more than half its hit point it attack the nearest foe (moving if necessary), if it has less it withdraw as a full-round action, if it can do neither it does nothing and is shaken. An ally of the divided creature can also attempt to push (as per the Handle Animal skill) it as a full-round action as normal, in this case the divided creature obey unless it succeed on it’s own Handle Animal check.
    A feral state lasts until the end of the encounter. A divided may not prematurely end its feral state.
    If the feral state reduce a creature intelligence score to 1 or 2, it cannot use handle animal on itself, in that case it act only on instinct unless another creature push it.


    Creating a Divided Creature: Divided is a template that can be applied to any non-animal (referred to hereafter as the base creature).
    A divided has all the base creature’s statistics and special abilities except as noted here.

    Size and type: The creature’s type change to animal. Recalculate base attack bonus, saves, or skill points as appropriate (further detail below). Size is unchanged.

    Hit Dice: All racial Hit dice (including those gain after the application of this template) become d8

    Speed: When in feral state the creature’s base land speed improved by 10ft and the maneuverability of its fly speed, if any, improved by one step to a maximum of perfect.

    Armor Class: The creature natural armor bonus improve by 2.

    Base Attack/Grapple: The creature base attack bonus derived from it’s racial Hit Dice is changed to average (3/4, as a cleric of it’s level), recalculate it if necessary. The divided’s grapple bonus uses its attack bonus and modifiers for Strength and size as normal.

    Attack: When in feral state the creature gain two primary claws attack as primary natural weapons. If the base creature can use weapons, the divided retains this ability even in feral state

    Full attack: A divided fighting without weapons uses its claws and any other natural weapons it may posses when making a full attack. If armed with a weapon, it usually uses the weapon as its primary attack and one of its claw as a natural secondary attack (unless the weapon left both of the divided’s claws free, in this case it can use the weapon and both claws attack)

    Damage: When in feral state a divided have two claws attacks. If the base creature does not have claws, use the damage values in the table below. Otherwise, use the values below or the base creature’s damage values, whichever are greater.

    {table=head]
    Size
    |
    Claws Damage

    Fine|
    1

    Diminutive|
    1

    Tiny|
    1d2

    Small|
    1d3

    Medium|
    1d4

    Large|
    1d6

    Huge|
    1d8

    Gargantuan|
    2d6

    Colossal|
    3d6

    [/table]

    Special attacks: A divided retains all the base creature special attacks and gains feral state.

    Feral State (Ex): At the start of any combat encounter (any encounter that involve fighting) a divided creature automatically enter into a feral state. A feral state is very similar to a barbarian rage and work as follow:
    The divided creature temporarily gains a +4 racial bonus to Strength and to Dexterity but it takes a –4 penalty to Intelligence (minimum 1), it gain two natural claws attack, it base land speed increases by 10 feet and the maneuverability of any fly speed it may posses improved by one step to a maximum of perfect. While in feral state, a divided cannot use the following skill, Autohypnosis, Bluff, Concentration, Diplomacy, Gather Information, Open Lock, Profession, Sleight of Hand, Use Magic Devices, Use Psionic Devices, Use Rope or any Intelligence based skill. It cannot speak in any language, only wordless shout or grunt. It cannot use any abilities that require patience or concentration, this include casting spells, manifesting power, activating magic or psionic items of any sort, using spell-like or psi-like abilities, using supernatural abilities, using martial maneuvers (including stances), it cannot change it’s essentia investment and cannot use any soulmeld that require activation. Upon entering into feral state it lose it’s psionic focus, if any, and cannot regain it in any way until it has ended. He cannot use any feat that require intense study, or non-instinctive action like Divine, Item creation, Metamagic, Metapsionic, Psionic or Wild feat on the other hand it could use most Figther feat (The DM as final say on what sort of feat can or cannot be used while in feral state).
    While in feral state a divided creature must make Handle Animal check to control itself. The check is made as a free action (only once per round for each action) and as if you were trying to push an animal (DC 25). If the divided failed it’s check, it act on instinct, if it’s a more than half its hit point it attack the nearest foe (moving if necessary), if it has less it withdraw as a full-round action, if it can do neither it does nothing and is shaken. An ally of the divided creature can also attempt to push (as per the Handle Animal skill) it as a full-round action as normal, in this case the divided creature obey unless it succeed on it’s own Handle Animal check.
    A feral state lasts until the end of the encounter. A divided may not prematurely end its feral state.
    If the feral state reduce a creature intelligence score to 1 or 2, it cannot use handle animal on itself, in that case it act only on instinct unless another creature push it.

    Special qualities: A divided lose all the trait from it’s previous type but otherwise has all the base creature special qualities, plus low-light vision, pounce and scent. In addition a divided cannot be trained for war to gain proficiency with any type of armor.

    Saving Throws: The creature base save bonus derived from racial Hit dice change as follow, a divided Fortitude and Reflex’s save change to good (equal to two plus half Hit dice round down), while it’s Will saves become poor (equal to one third Hit dice round down), recalculate them if necessary.

    Abilities: When in feral state a divided gain +4 Strength, +4 Dexterity and -4 Intelligence (minimum 1). If this template is applied to a creature that did not posses a Constitution score before, it gain one equal to 3d6. If this template is applied to a creature that did not posses an Intelligence score, it gain an Intelligence score of 1 and as a consequence lose the mindless special qualities if it possess it.

    Skills: A divided gain skill points equal to (2 + Int modifier, minimum 1) per racial Hit dices (four times that at first level), recalculate the creature skill rank if necessary. Any skill given in the creature description is a class skill for the divided. In addition Handle Animal and Knowledge (nature) are always class skills for a divided and it gain a +4 racial bonus all Handle Animal check.
    While in feral state a divided cannot use the following skill, Autohypnosis, Bluff, Concentration, Diplomacy, Gather Information, Open Lock, Profession, Sleight of Hand, Use Magic Devices, Use Psionic Devices, Use Rope or any Intelligence based skill.

    Feat: While in feral state a divided cannot use any feat that require intense study, or non-instinctive action like Metamagic, Metapsionic, Item creation, Divine or Wild feat on the other hand it could use most Figther feat.
    Note: The DM is the final judge on which feat can or cannot be used while in feral state.

    Challenge Rating: +1

    Level adjustment: +3

    Cosmetic change: When the base creature become a divided the change can be varied, fur is very common, black stripe on the skin too. The hand or front paw of the divided generally become bigger when the claw are retracted. The eyes are occasionally slitted, the nose may change a little too either in shape, color or both.

    Change Log:
    Spoiler
    Show

    • This one was reworked totally, the division between spirit and body was removed and replaced with a feral stat similar to a rage.
    • Add pounce and scent.



    Energy Template

    An energy human warrior

    Sample Energy Creature:
    Spoiler
    Show

    This example use a Gelatinous Cube as the base creature

    Energy Gelatinous Cube
    Size/Type Large Elemental (Air, Earth, Fire, Mixed, Water)
    Hit Dice: 4d8+32 (50 hp)
    Initiative: -5
    Speed: 15 ft. (3 squares)
    Armor Class: 4 (-1 size, –5 Dex), touch 4, flat-footed 4
    Base Attack/Grapple: +3/+7
    Attack: Slam +2 melee (1d6 plus 1d6 acid)
    Full Attack: Slam +2 melee (1d6 plus 1d6 acid)
    Space/Reach: 10 ft./10 ft.
    Special Attacks: Acid, engulf, paralysis, elemental conversion, energy ray (-2 ranged touch, 4d6)
    Special Qualities: Blindsight 60 ft., immunity to electricity, transparent, mixed trait, subtype limitation, acid resistance 5, cold resistance 5, electricity resistance 5, fire resistance 5
    Saves: Fort +12, Ref -1, Will –4
    Abilities: Str 10, Dex 1, Con 26, Int —, Wis 1, Cha 1
    Skills: --
    Feats: --
    Environment: Underground
    Organization: Solitary
    Challenge Rating: 4
    Treasure: 1/10th coins, 50% goods (no nonmetal or nonstone), 50% items (no nonmetal or nonstone)
    Alignment: Always neutral
    Advancement: 5–12 HD (Large); 13–24 HD (Huge)

    Acid (Ex): A gelatinous cube’s acid does not harm metal or stone.

    Engulf (Ex): Although it moves slowly, a gelatinous cube can simply mow down Large or smaller creatures as a standard action. It cannot make a slam attack during a round in which it engulfs. The gelatinous cube merely has to move over the opponents, affecting as many as it can cover. Opponents can make opportunity attacks against the cube, but if they do so they are not entitled to a saving throw. Those who do not attempt attacks of opportunity must succeed on a DC 13 Reflex save or be engulfed; on a success, they are pushed back or aside (opponent’s choice) as the cube moves forward. Engulfed creatures are subject to the cube’s paralysis and acid, and are considered to be grappled and trapped within its body. The save DC is Strength-based and includes a +1 racial bonus.

    Paralysis (Ex): A gelatinous cube secretes an anesthetizing slime. A target hit by a cube’s melee or engulf attack must succeed on a DC 20 Fortitude save or be paralyzed for 3d6 rounds. The cube can automatically engulf a paralyzed opponent. The save DC is Constitution-based.

    Transparent (Ex): Gelatinous cubes are hard to see, even under ideal conditions, and it takes a DC 15 Spot check to notice one. Creatures who fail to notice a cube and walk into it are automatically engulfed.

    Elemental Conversion: An energy with this ability can choose, as a free action, to convert the damage it deal with any weapon (including natural weapon or ranged weapon) into Acid, Cold, Electricity or Fire damage. Once this ability is activate all the energy’s attack made until the start of its next turn deal damage of the chosen energy type. This ability doesn’t influence in any way a weapon special ability so an energy using a +1 Flaming Longsword could convert the damage of the longsword into cold damage but the flaming property would still deal fire damage. An energy can use this ability a number of time per day equal to 3 + its Con modifier.

    Energy Ray (Ps): An energy can use energy ray, as the power, as a psi-like ability three times per day. The energy cannot choose to deal sonic damage with the energy ray but it can choose any other type of damage normally available for this power. The energy effective manifester level for this ability is 4th.

    Subtype Limitation (Ex): The subtype grant by this do not grant their full benefit to an energy.
    The Air subtype does not grant it a fly speed. The Earth subtype does not grant it a burrow speed. The Fire subtype does not grant it fire immunity or cold vulnerability. The Water subtype does not grant it a swim speed, nor the ability to breath water.


    Creating an Energy Creature: Energy is a template that can be applied to any non-elemental (referred to hereafter as the base creature).
    An energy has all the base creature’s statistics and special abilities except as noted here.

    Size and type: The creature’s type change to elemental. Recalculate base attack bonus, saves, or skill points as appropriate (further detail below). The creature also gain the Mixed subtype (see spoiler) and also the Air, Earth, Fire and Water subtype, but it does not gain all the benefit from those elemental subtype as indicated under subtype limitation special quality. Size is unchanged.

    Spoiler
    Show
    Elemental (Mixed):
    Trait:
    Unlike normal Elemental, Mixed are composed of all four basic element, as a result they are very similar to normal living creature. This also give them a number of the same drawback.
    -Vision: Mixed don’t have darkvision
    - Immunities: Unlike normal Elemental, Mixed are not immune to Paralysis or Stunning effects. They are still immune to Poison and Sleep, and additionally immune to non-magical Disease, Nausea, Fatigue, Exhaustion, and effects that cause the Sickened condition. Magical or supernatural sources of these effects may affect them as usual.
    - Critical Hits: Unlike normal Elemental, Mixed are susceptible to critical hits and flanking. They do have a discernible (if exotic) anatomy.
    Anyone used to picking out opponents' weak points will recognized those of a Mixed most notably the zone where the various element that composed them are joined.
    - Eating, Drinking, Sleeping, and Breathing: Like most Elemental, Mixed do not need to sleep (though general rest is necessary to regain spells and similar abilities), but can usually passively absorb enough ambient magical energy from most places to replace the needs to eat or breathe
    - Unlike normal Elemental, Mixed souls and body are separate and they can be raised or resurrect normally.


    Hit Dice: All racial Hit dice (including those gain after the application of this template) become d8

    Base Attack/Grapple: The creature base attack bonus derived from it’s racial Hit Dice is changed to average (3/4, as a cleric of it’s level), recalculate it if necessary. The energy’s grapple bonus uses its attack bonus and modifiers for Strength and size as normal.

    Special attacks: An energy retains all the base creature special attacks and gains those describe below.

    Elemental Connection (Su): An Energy gain one of the two following ability chosen at the time this template is gained.
    • Elemental Magic: An energy with this ability gain a +1 bonus its caster, manifester, initiator , binder or meldshaper level for all ability (spell, power, spell-like ability, psi-like ability, maneuver, supernatural ability and soulmeld) it use with the Air, Earth, Fire or Water descriptor.
    • ---------
    • Elemental Conversion: An energy with this ability can choose, as a free action, to convert the damage it deal with any weapon (including natural weapon or ranged weapon) into Acid, Cold, Electricity or Fire damage. Once this ability is activate all the energy’s attack made until the start of its next turn deal damage of the chosen energy type. This ability doesn’t influence in any way a weapon special ability so an energy using a +1 Flaming Longsword could convert the damage of the longsword into cold damage but the flaming property would still deal fire damage. An energy can use this ability a number of time per day equal to 3 + its Con modifier.


    Energy Ray (Ps): An energy can use energy ray, as the power, as a psi-like ability three times per day. The energy cannot choose to deal sonic damage with the energy ray but it can choose any other type of damage normally available for this power and it can also choose to deal acid damage with it, this work like fire but deal acid damage. The energy effective manifester level for this ability is equal to its Hit dice plus one if it posses the elemental magic ability (no matter the type of damage chosen).

    Special qualities: An energy lose all the trait from it’s previous type but otherwise has all the base creature special qualities, plus those describe below. In addition even if humanoid shaped an energy does not gain proficiency with any type of weapon, armor or shield by virtue of this template.

    Subtype limitation (Ex): The subtype grant by this do not grant their full benefit to an energy.
    The Air subtype does not grant it a fly speed. The Earth subtype does not grant it a burrow speed. The Fire subtype does not grant it fire immunity or cold vulnerability. The Water subtype does not grant it a swim speed, nor the ability to breath water.

    Energy resistance (Ex): An energy gain resistance to Acid, Cold, Electricity and Fire damage equal to the energy Hit dice, minimum 5.

    Domain Access (Ex): An energy with level in cleric (or any other class that grant access to one or more domain) can always chose to select the Air, Earth, Fire or Water domain even if its deity doesn’t offer these domain.

    Saving Throws: The creature base save bonus derived from racial Hit dice change as follow, an energy Fortitude and Reflex’s save change to good (equal to two plus half Hit dice round down), while its Will’s saves become poor (equal to one third Hit dice round down), recalculate them if necessary.

    Abilities: Unchanged. If this template is applied to a creature that did not posses a Constitution score before, it gain one equal to 3d6.

    Skills: An energy gain skill points equal to (2 + Int modifier, minimum 1) per racial Hit dices (four times that at first level), recalculate the creature skill rank if necessary. Any skill given in the creature description is a class skill for the energy. In addition Knowledge (the planes) is always a class skill for an energy.

    Challenge Rating: +1

    Level adjustment: +3

    Cosmetic change: When the base creature become an energy its physical makeup change completely. It become made of the four basic element in various quantities, an arm could be made of pure fire while both leg are made of water, the torso of solid air and the second arm with the head of earth. It vary wildly. In all case the creature is still recognizable as a member of its former species.

    Change Log:
    Spoiler
    Show

    • The wording of the template had been clarified.
    • It’s now clear that the subtype do not grant all their benefit.
    • Energy ray as psi-like ability has been add.



    Exiled Template

    An exiled half-elf

    Sample Exiled Creature:
    Spoiler
    Show

    This example use an Ogre as the base creature

    Exiled Ogre
    Size/Type Large Outsider (Native)
    Hit Dice: 4d8+11 (29 hp)
    Initiative: -1
    Speed: 30 ft. in hide armor (6 squares); base speed 40 ft.
    Armor Class: 16 (–1 size, –1 Dex, +5 natural, +3 hide armor),, touch 8, flat-footed 16
    Base Attack/Grapple: +4/+13
    Attack: greatclub +9 melee (2d8+7) or javelin +2 ranged (1d8+5)
    Full Attack: greatclub +9 melee (2d8+7) or javelin +2 ranged (1d8+5)
    Space/Reach: 10 ft./10 ft.
    Special Attacks: Dimension door (40ft), summon vassal
    Special Qualities: Darkvision 60 ft, lesser telepathy (40ft)
    Saves: Fort +6, Ref +3, Will +4
    Abilities: Str 21, Dex 8, Con 15, Int 6, Wis 10, Cha 7
    Skills: Climb +12, Jump +8 (cross class), Knowledge (the plane) +5, Listen +7, Spot +7, Survival +3 (cross class, +5 on other planes)
    Languages Giant
    Feats: Toughness, Weapon Focus (greatclub)
    Environment: Temperate hills
    Organization: Solitary, pair, gang (3–4), or band (5–8)
    Challenge Rating: 4
    Treasure: Standard
    Alignment: Chaotic Evil
    Advancement: By character class
    Level Adjustment: +6

    Dimension Door (Sp): An exiled ogre can use dimension door as the spell (self plus 50 pound of object only) but with a range 40 feet only. it can use it at will with a caster level of 4th. Once the exiled ogre has used this ability, it must wait 5 rounds before using it again.

    Summon Vassal (Sp): An exiled can summon a servant creature to his help. Once per day as a one round action it can summon the creature within 60 feet of its position, the creature remain for 4 rounds or until dismissed (a standard action). This ability is the equivalent of a second level spell with a caster level of 4th. This is a conjuration (summoning) effect. The statistic of the vassal are as follow:
    Spoiler
    Show

    Fiendish Boar
    Size/Type Medium Magical Beast
    Hit Dice: 3d8+2d10+20+3 (47 hp)
    Initiative: +0
    Speed: 40 ft. (8 squares)
    Armor Class: 16 (+6 natural), touch 10, flat-footed 16
    Base Attack/Grapple: +4/+6
    Attack: Gore +6 melee (1d8+3)
    Full Attack: Gore +6 melee (1d8+3)
    Space/Reach: 5 ft./5 ft.
    Special Attacks: Ferocity, smite good (1/day, +5 damage)
    Special Qualities: Low-light vision, scent, darkvision 60ft, DR 5/magic, cold resistance 5, fire resistance 5, Spell resistance 10
    Saves: Fort +8, Ref +4, Will +2
    Abilities: Str 15, Dex 10, Con 18, Int 3, Wis 13, Cha 4
    Skills: Listen +7, Spot +7
    Feats: Alertness, Toughness
    Challenge Rating: 3
    Alignment: Neutral Evil

    Ferocity (Ex):[/B] A boar is such a tenacious combatant that it continues to fight without penalty even while disabled or dying.

    Smite Good (Su): Once per day a fiendish can make a normal melee attack to deal an extra 5 points of damage against a good foe.


    Lesser Telepathy (Su): As a move action an exiled can communicate telepathically with any one sentient (Int 3 or more) creature within 40ft, it can stay in communication for 1 minute before it automatically end. It must wait 1 minute before being able to use this ability again.


    Creating an Exiled Creature: Exiled is a template that can be applied to any non-outsider (referred to hereafter as the base creature).
    An exiled has all the base creature’s statistics and special abilities except as noted here.

    Size and type: The creature’s type change to outsider with the native subtype. Recalculate base attack bonus, saves, or skill points as appropriate (further detail below). Size is unchanged.

    Hit Dice: All racial Hit dice (including those gain after the application of this template) become d8.

    Base Attack/Grapple: The creature base attack bonus derived from it’s racial Hit Dice is changed to full (1/1, as a fighter of it’s level), recalculate it if necessary. The exiled’s grapple bonus uses its attack bonus and modifiers for Strength and size as normal.

    Special attacks: An exiled retains all the base creature special attacks and gains those describe below.

    Dimension Door (Sp): An exiled can use dimension door as the spell (self plus 50 pound of object only) but with a range equal to 10 feet per Hit dice only. it can use it at will with a caster level equal to its Hit dice. Once the exiled has used this ability, it must wait 5 rounds before using it again.

    Summon Vassal (Sp): An exiled can summon a servant creature to his help. Once per day as a one round action it can summon the creature within 60 feet of its position, the creature remain for 1 round per Hit dice of the exiled or until dismissed (a standard action). This ability is the equivalent of a spell whose level is equal to half the exiled Hit dice (minimum 1 - maximum 9) with a caster level equal the exiled Hit dice. This is a conjuration (summoning) effect.
    The creature summoned with this ability is chosen from the following list: black bear, boar, cheetah, constrictor snake, crocodile, monitor lizard or wolverine. The choice is made when the base creature gain this template and cannot be changed thereafter. The chosen creature gain one template depending on the exiled as follow:

    {table=head]
    Alignment
    |
    Template

    Lawful Good|
    Axiomatic1 or Celestial

    Neutral Good|
    Celestial

    Chaotic Good|
    Anarchic2 or Celestial

    Lawful Neutral|
    Axiomatic1

    True Neutral|
    Anarchic2, Axiomatic1, Celestial or Fiendish

    Chaotic Neutral|
    Anarchic2

    Lawful Evil|
    Axiomatic1 or Fiendish

    Neutral Evil|
    Fiendish

    Chaotic Evil|
    Anarchic2 or Fiendish

    [/table]
    1: Planar Handbook p1112: Planar Handbook p108

    The summoned creature gain bonus magical beast Hit dice equal to half the exiled Hit dice. These bonus Hit dice grant the creature skill point, feat and ability increase as normal for a magical beast but do not increase it’s size, the choice for these must be made each time the creature gain the a new Hit dice. The summoned creature is always the same individual (and not just an identical creature) and is loyal to the exiled.

    Special qualities: An exiled lose all the trait from it’s previous type but otherwise has all the base creature special qualities, plus darvision 60ft and lesser telepathy. In addition unlike other outsider an exiled does not gain proficiency with any type of weapon, armor or shield by virtue of this template.

    Lesser Telepathy (Su): As a move action an exiled can communicate telepathically with any one sentient (Int 3 or more) creature within 10ft per Hit dice, it can stay in communication for 1 minute before it automatically end. It must wait 1 minute before being able to use this ability again.

    Saving Throws: The creature base save bonus derived from racial Hit dice change as follow, all the base creature’s saving throw change to good (equal to two plus half Hit dice round down), recalculate them if necessary.

    Abilities: Unchanged. If this template is applied to a creature that did not posses a Constitution score before, it gain one equal to 3d6.

    Skills: An exiled gain skill points equal to (8 + Int modifier, minimum 1) per racial Hit dices (four times that at first level), recalculate the creature skill rank if necessary. Any skill given in the creature description is a class skill for the exiled. In addition Knowledge (the planes) is always a class skill for an exiled.

    Challenge Rating: +1

    Level adjustment: +3

    Cosmetic change: When the base creature become an exiled very little change but a few detail are common. Hair (or fur) of an unusual color for the species, bright eyes almost glowing or light that seem to always reflect from their skin. Most people also notice than the exiled creature seem out of place as if it does not belong in the world.

    Change Log:
    Spoiler
    Show

    • The wording of the template had been clarified.
    • Add a cooldown period to dimension door.
    • Reworked completely summon outsider much more balanced now
    • Add knowledge (the planes) as a class skills.

    Last edited by zagan; 2011-08-13 at 08:36 AM.
    Latest homebrew: The Avatars of Magic, powerful monster each dedicated to ne school of magic.

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    Mirar, Bizarre human Focused Conjurer/Master specialist (summoning specialist)
    Xilef, shifter Druid 8//Barbarian 5/Weretouched master 3
    Other Character.

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    Default Re: [3.5] The Revised (and Expended) Template Project

    Mundane Template

    A mundane lion

    Sample Mundane Creature:
    Spoiler
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    This example use a Shield Guardian as the base creature

    Mundane Shield Guardian
    Size/Type Large Humanoid (Augmented construct)
    Hit Dice: 15d8+30 (97 hp)
    Initiative: +0
    Speed: 30 ft. (6 squares)
    Armor Class: 24 (–1 size, +15 natural), touch 9, flat-footed 24
    Base Attack/Grapple: +11/+21
    Attack: Slam +16 melee (2d6+6)
    Full Attack: 2 slams +16 melee (2d6+6)
    Space/Reach: 10ft/10ft
    Special Attacks: Magic Magnet (DC 14)
    Special Qualities: Fast healing 5, find master, guard, shield other, spell storing, humanoid flexibility (construct), Proficiency with simple weapon
    Saves: Fort +7, Ref +9, Will +5
    Abilities: Str 22, Dex 10, Con 14, Int 13, Wis 10, Cha 1
    Skills: Appraise +1 (+3 with armor or weapon), Craft (armorsmithing) +19, Craft (weaponsmithing) +19, Profession (bodyguard) +18, Spellcraft +9 (crossclass), Use Magic Devices -5 (-3 with scroll, untrained)
    Feats: Attract Magic, Ability Focus (Magic Magnet), Improved Natural Attack (Slam), Power Attack, Improved Bull Rush, Combat Expertise, Improved TripB
    Environment: Any
    Organization: Solitary
    Challenge Rating: 9
    Treasure: None
    Alignment: Always neutral
    Advancement: 16–24 HD (Large); 25–45 HD (Huge)

    Find Master (Su): As long as a shield guardian and its amulet are on the same plane, the shield guardian can find the amulet wearer (or just the amulet, if it is removed after the guardian is called).

    Guard (Ex): If ordered to do so, a shield guardian moves swiftly to defend the wearer of its amulet, blocking blows and disrupting foes. All attacks against the amulet wearer take a –2 penalty when the shield guardian is adjacent to its master.

    Shield Other (Sp): The wearer of a shield guardian’s amulet can activate this defensive ability if within 100 feet of the shield guardian. Just as the spell of the same name, this ability transfers to the shield guardian half the damage that would be dealt to the amulet wearer (this ability does not provide the spell’s AC or save bonuses).

    Spell Storing (Sp): A shield guardian can store one spell of 4th level or lower that is cast into it by another creature. It “casts” this spell when commanded to do so or when a predefined situation arises. Once this spell is used, the shield guardian can store another spell (or the same spell again).

    Magic Magnet (Su): For reason unknown humanoid are easier to affect with magic than other type of creature this is generally a weakness but it can be turn into a strength.
    When a spell that target only one creature is cast within 30 feet of a mundane creature, it can as an immediate action attempt to redirect this spell toward itself. Unless the caster of the spell succeed on a caster level check (DC 14) the mundane become the target of the spell and it take effect on the mundane as normal. A mundane must use normal mean to determine if a spell being cast would be beneficial to it or not, making a spellcraft check is the most common method to do so.
    A mundane can use this ability a number of time per day equal to its Charisma modifier (minimum 1), if the caster succeed on his check or the mundane try to use this ability on an ineligible spell (or power) that use of the ability is still used up for that day.
    Note: This ability can also be used against a power instead of a spell.

    Humanoid Flexibility (Ex): A mundane can choose to count as being a construct if doing so would be advantageous for the purpose of effect (spell, ability or other) or prerequisite (feat, prestige class or other).


    Creating a Mundane Creature: Mundane is a template that can be applied to any non-humanoid (referred to hereafter as the base creature).
    A mundane has all the base creature’s statistics and special abilities except as noted here.

    Size and type: The creature’s type change to humanoid with the augmented subtype. Recalculate base attack bonus, saves, or skill points as appropriate (further detail below). Size is unchanged.

    Hit Dice: All racial Hit dice (including those gain after the application of this template) become d8

    Speed: If it wasn’t already the creature become bipedal. Its base land speed changed depending on its size as show on the table below.
    {table=head]
    Size
    |
    Speed

    Fine|
    5ft

    Diminutive|
    5ft

    Tiny|
    10ft

    Small|
    20ft

    Medium|
    30ft

    Large|
    30ft

    Huge|
    40ft

    Gargantuan|
    50ft

    Colossal|
    60ft

    [/table]

    Base Attack/Grapple: The creature base attack bonus derived from it’s racial Hit Dice is changed to average (3/4, as a cleric of it’s level), recalculate it if necessary. The mundane’s grapple bonus uses its attack bonus and modifiers for Strength and size as normal.

    Attack: The creature gain prehensile limb either by transforming existing limb or by growing them. A mundane is proficient with all simple weapon.

    Special attacks: A mundane retains all the base creature special attacks and gains those describe below.

    Magic Magnet (Su): For reason unknown humanoid are easier to affect with magic than other type of creature this is generally a weakness but it can be turn into a strength.
    When a spell that target only one creature is cast within 30 feet of a mundane creature, it can as an immediate action attempt to redirect this spell toward itself. Unless the caster of the spell succeed on a caster level check (DC equal to 10 + 1/2 mundane’s HD + mundane’s Cha modifier) the mundane become the target of the spell and it take effect on the mundane as normal. A mundane must use normal mean to determine if a spell being cast would be beneficial to it or not, making a spellcraft check is the most common method to do so.
    A mundane can use this ability a number of time per day equal to its Charisma modifier (minimum 1), if the caster succeed on his check or the mundane try to use this ability on an ineligible spell (or power) that use of the ability is still used up for that day.
    Note: This ability can also be used against a power instead of a spell.

    Special qualities: A mundane lose all the trait from it’s previous type but otherwise has all the base creature special qualities, plus humanoid flexibility. In addition a mundane does not gain proficiency with any type of armor or shield by virtue of this template.
    If it was mindless it also lose this qualities, see Abilities for more detail.

    Humanoid Flexibility (Ex): A mundane can choose to count as being a creature of its original type if doing so would be advantageous for the purpose of effect (spell, ability or other) or prerequisite (feat, prestige class or other).

    Saving Throws: The creature base save bonus derived from racial Hit dice change as follow, a mundane Reflex’s save change to good (equal to two plus half Hit dice round down), while Fortitude and Will’s saves become poor (equal to one third Hit dice round down), recalculate them if necessary.

    Abilities: Unchanged. If this template is applied to a creature that did not posses a Constitution score before, it gain one equal to 3d6. If this template is applied to a creature that did not posses an Intelligence score, it gain an Intelligence score equal to 3d6 and as a consequence lose the mindless special qualities if it possess it.

    Skills: A mundane gain skill points equal to (2 + Int modifier, minimum 1) per racial Hit dices (four times that at first level), recalculate the creature skill rank if necessary. A mundane also gain one bonus skill point per Hit dice (including from levels in a character class), this bonus apply after determining the creature normal allotment of skill point (but before multiplying by four for the first Hit dice), in this way a mundane creature never gain less than 2 skill points per Hit dices. Any skill given in the creature description is a class skill for the mundane. In addition Craft, Knowledge (local), Profession and Speak Language are always a class skills for a mundane.

    Feat: A mundane gain one bonus feat, the creature can select any one feat it qualify for when gaining this template.

    Challenge Rating: +1

    Level adjustment: +3

    Cosmetic change: When the base creature become a mundane the change vary depending on the appearances of the base creature. A biped would undergo no obvious change. A quadruped such as an horse or a dog, would become bipedal with prehensile hand instead of hoof or paw. A creature without limb like a snake or a fish would grow leg and arms. A winged creature without forelimb like a bird would grow arms. Finally one thing that all mundane creature have in common is the fact that they are easily ignored even a mundane dragon walking in the street, if it wasn’t aggressive, would be considered a normal part of the scenery once the initial shock as passed.

    Change Log:
    Spoiler
    Show

    • The wording of the template had been clarified.
    • Gain a bonus skill point instead of 3+int as was the original intent.



    Oversized Template

    An oversized dwarf

    Sample Oversized Creature:
    Spoiler
    Show

    This example use a Mummy as the base creature

    Oversized Mummy
    Size/Type Medium Giant
    Hit Dice: 8d8+8 (44 hp)
    Initiative: +0
    Speed: 20 ft. (4 squares)
    Armor Class: 20 (+10 natural), touch 10, flat-footed 20
    Base Attack/Grapple: +6/+18
    Attack: Slam +14 melee (1d6+12 plus mummy rot)
    Full Attack: Slam +14 melee (1d6+12 plus mummy rot)
    Space/Reach: 5ft/5ft
    Special Attacks: Despair, mummy rot, expansion (3/day)
    Special Qualities: Damage reduction 5/–, vulnerability to fire, low light vision, heat shimmer (3/day or at will), powerful build
    Saves: Fort +6, Ref +2, Will +4
    Abilities: Str 26, Dex 10, Con 12, Int 6, Wis 14, Cha 15
    Skills: Hide +7, Listen +4, Move Silently +7, Spot +4
    Feats: Alertness, Overhead Strike, Dazing Blow
    Environment: Any
    Organization: Solitary, warden squad (2–4), or guardian detail (6–10)
    Challenge Rating: 5
    Treasure: Standard
    Alignment: Usually lawful evil
    Advancement: 9–16 HD (Medium); 17–24 HD (Large)

    Despair (Su): At the mere sight of a mummy, the viewer must succeed on a DC 16 Will save or be paralyzed with fear for 1d4 rounds. Whether or not the save is successful, that creature cannot be affected again by the same mummy’s despair ability for 24 hours. The save DC is Charisma-based.

    Mummy Rot (Su): Supernatural disease—slam, Fortitude DC 16, incubation period 1 minute; damage 1d6 Con and 1d6 Cha. The save DC is Charisma-based.
    Unlike normal diseases, mummy rot continues until the victim reaches Constitution 0 (and dies) or is cured as described below.
    Mummy rot is a powerful curse, not a natural disease. A character attempting to cast any conjuration (healing) spell on a creature afflicted with mummy rot must succeed on a DC 20 caster level check, or the spell has no effect on the afflicted character.
    To eliminate mummy rot, the curse must first be broken with break enchantment or remove curse (requiring a DC 20 caster level check for either spell), after which a caster level check is no longer necessary to cast healing spells on the victim, and the mummy rot can be magically cured as any normal disease.
    An afflicted creature who dies of mummy rot shrivels away into sand and dust that blow away into nothing at the first wind.

    Expansion (Ps): An oversized can use expansion, as the power, as a psi-like ability three time per day with a manifester level of 8th.

    Heat Shimmer (Sp): An oversized with this ability can use blur, as the spell, as a spell-like ability three times per day but only on itself. It’s caster level for this ability is 8th and the save DC is Charisma based. When in a warm desert environment this ability can be used at will.

    Powerful Build (Ex): The physical stature of an oversized let it function in many ways as if it was one size category larger. Whenever an oversized is subject to a size modifier or special size modifier for an opposed check (such as during grapple checks, bull rush attempts, and trip attempts), the oversized is treated as one size larger if doing so is advantageous to him. An oversized creature is also considered to be one size larger when determining whether a creature’s special attacks based on size (such as improved grab or swallow whole) can affect it. An oversized can use weapons designed for a creature one size larger without penalty. However, its space and reach remain those of a creature of his actual size. The benefits of this ability stack with the effects of powers, abilities, and spells that change the subject’s size category.


    Creating an Oversized Creature: Oversized is a template that can be applied to any non-giant (referred to hereafter as the base creature).
    An oversized has all the base creature’s statistics and special abilities except as noted here.

    Size and type: The creature’s type change to giant. Recalculate base attack bonus, saves, or skill points as appropriate (further detail below). Size is unchanged.

    Hit Dice: All racial Hit dice (including those gain after the application of this template) become d8

    Base Attack/Grapple: The creature base attack bonus derived from it’s racial Hit Dice is changed to average (3/4, as a cleric of it’s level), recalculate it if necessary. The oversized’s grapple bonus uses its attack bonus and modifiers for Strength and size as normal but benefit from its powerful build special quality.

    Special attacks: An oversized retains all the base creature special attacks and gains those describe below.

    Expansion (Ps): An oversized can use expansion, as the power, as a psi-like ability three time per day with a manifester level equal to its Hit dice.

    Special qualities: An oversized lose all the trait from it’s previous type but otherwise has all the base creature special qualities, plus low light vision, environmental specialty and powerful build. In addition unlike other giant an oversized does not gain proficiency with any type of weapon, armor or shield by virtue of this template.

    Environmental Specialty (Sp): Each oversized posses an environment in which it is the most comfortable and even away from it, it can call on the particular strength of its environment. Upon gaining this template a creature must choose one of the following environment and gain an ability related to it.

    {table=head]
    Environment
    |
    Ability

    Desert|
    Heat Shimmer

    Forest|
    Tree Bark

    Mountain|
    Rock Endurance

    Sea|
    Ocean Protection

    Tundra|
    Ice Fortitude

    [/table]

    • Heat Shimmer (Sp): An oversized with this ability can use blur, as the spell, as a spell-like ability three times per day but only on itself. It’s caster level for this ability is equal to it’s Hit dice and the save DC is Charisma based. When in a warm desert environment this ability can be used at will.
    • ---------
    • Tree Bark (Sp): An oversized with this ability can use barkskin, as the spell, as a spell-like ability three times per day but only on itself. It’s caster level for this ability is equal to it’s Hit dice and the save DC is Charisma based. When in a forest environment this ability can be used at will.
    • ---------
    • Rock Endurance (Sp): An oversized with this ability can use protection from arrow, as the spell, as a spell-like ability three times per day but only on itself. It’s caster level for this ability is equal to it’s Hit dice and the save DC is Charisma based. When in a mountainous environment this ability can be used at will.
    • ---------
    • Ocean Protection (Sp): An oversized with this ability can use resist energy, as the spell, as a spell-like ability three times per day but only on itself. It’s caster level for this ability is equal to it’s Hit dice and the save DC is Charisma based. When in a maritime environment this ability can be used at will.
    • ---------
    • Ice Fortitude (Sp): An oversized with this ability can use bear endurance, as the spell, as a spell-like ability three times per day but only on itself. It’s caster level for this ability is equal to it’s Hit dice and the save DC is Charisma based. When in a tundra environment this ability can be used at will.


    Powerful Build (Ex): The physical stature of an oversized let it function in many ways as if it was one size category larger. Whenever an oversized is subject to a size modifier or special size modifier for an opposed check (such as during grapple checks, bull rush attempts, and trip attempts), the oversized is treated as one size larger if doing so is advantageous to him. An oversized creature is also considered to be one size larger when determining whether a creature’s special attacks based on size (such as improved grab or swallow whole) can affect it. An oversized can use weapons designed for a creature one size larger without penalty. However, its space and reach remain those of a creature of his actual size. The benefits of this ability stack with the effects of powers, abilities, and spells that change the subject’s size category.

    Saving Throws: The creature base save bonus derived from racial Hit dice change as follow, an oversized Fortitude’s save change to good (equal to two plus half Hit dice round down), while its Reflex and Will’s saves become poor (equal to one third Hit dice round down), recalculate them if necessary.

    Abilities: An oversized gains +2 Strength. If this template is applied to a creature that did not posses a Constitution score before, it gain one equal to 3d6.

    Skills: An oversized gain skill points equal to (2 + Int modifier, minimum 1) per racial Hit dices (four times that at first level), recalculate the creature skill rank if necessary. Any skill given in the creature description is a class skill for the oversized. In addition Knowledge (nature) is always a class skill for an oversized.

    Feat: In addition to the benefit of its powerful build ability an oversized count as being one size category larger for the purpose of qualifying for feat (or prestige class).

    Challenge Rating: +1

    Level adjustment: +3

    Height and Weight: Change to the maximum for the creature race

    Cosmetic change: When the base creature become an oversized the change are minimal. The creature gain some muscle and become a little bigger. Depending on it’s environment of choice it may show hint of those, tan skin for the desert, rough hide for the forest, dark skin for the mountain, smooth skin for the ocean or heavy fur for the tundra.

    Change Log:
    Spoiler
    Show

    • The wording of the template had been clarified.
    • The expansion psi-like ability now has a manifester level equal to Hit dice instead of half.
    • Add an ability based on the environment, inspired by the numerous giant variant that exist.
    • Removed the powerful charge bonus feat



    Savage Template

    An savage salamander

    Sample Savage Creature:
    Spoiler
    Show

    This example use an Assassin Vine as the base creature

    Savage Assassin Vine
    Size/Type Large Monstrous Humanoid
    Hit Dice: 4d8+16 (34 hp)
    Initiative: +0
    Speed: 15 ft. (3 squares)
    Armor Class: 15 (–1 size, +6 natural), touch 9, flat-footed 15
    Base Attack/Grapple: +4/+14
    Attack: Kama +9 melee (1d8+6) or Slam +9 melee (1d6+9)
    Full Attack: Kama +9 melee (1d8+6) plus Slam +4 melee (1d6+9)
    Space/Reach: 10 ft./10 ft. (20 ft. with vine)
    Special Attacks: Constrict 1d6+9, entangle, improved grab, magical celerity (3/day)
    Special Qualities: Blindsight 30 ft., camouflage, immunity to electricity, low-light vision, resistance to cold 10 and fire 10, darkvision 60ft
    Saves: Fort +5, Ref +6, Will +5
    Abilities: Str 22, Dex 10, Con 18, Int 3, Wis 13, Cha 9
    Skills: Survival +4 (crossclass)
    Feats: Power Attack, Lightning Reflexes, Ability Focus (Entangle)B
    Environment: Temperate forests
    Organization: Solitary or patch (2–4)
    Challenge Rating: 4
    Treasure: 1/10th coins; 50% goods; 50% items
    Alignment: Always neutral
    Advancement: 5–16 HD (Huge); 17–32 HD (Gargantuan); 33+ HD (Colossal)

    Constrict (Ex): An assassin vine deals 1d6+9 points of damage with a successful grapple check.

    Entangle (Su): An assassin vine can animate plants within 30 feet of itself as a free action (Ref DC 15 partial).
    The effect lasts until the vine dies or decides to end it (also a free action). The save DC is Wisdom-based. The ability is otherwise similar to entangle (caster level 4th).

    Improved Grab (Ex): To use this ability, an assassin vine must hit with its slam attack.
    It can then attempt to start a grapple as a free action without provoking an attack of opportunity.
    If it wins the grapple check, it establishes a hold and can constrict.

    Blindsight (Ex): Assassin vines have no visual organs but can ascertain all foes within 30 feet using sound, scent, and vibration.

    Camouflage (Ex): Since an assassin vine looks like a normal plant when at rest, it takes a DC 20 Spot check to notice it before it attacks.
    Anyone with ranks in Survival or Knowledge (nature) can use one of those skills instead of Spot to notice the plant. Dwarves can use stonecunning to notice the subterranean version.

    Magical Celerity (Ex): Three times per day, as a swift action, a savage can channel the speed of magical creature. While doing so it gain a +20 ft bonus to all its movement speed. The savage can stay in this state for one round per uses.


    Creating a Savage Creature: Savage is a template that can be applied to any non-monstrous humanoid (referred to hereafter as the base creature).
    A savage has all the base creature’s statistics and special abilities except as noted here.

    Size and type: The creature’s type change to monstrous humanoid. Recalculate base attack bonus, saves, or skill points as appropriate (further detail below). Size is unchanged.

    Hit Dice: All racial Hit dice (including those gain after the application of this template) become d8

    Speed: The creature base land speed increases by 10 feet.

    Base Attack/Grapple: The creature base attack bonus derived from it’s racial Hit Dice is changed to full (1/1, as a fighter of it’s level), recalculate it if necessary. The savage’s grapple bonus uses its attack bonus and modifiers for Strength and size as normal.

    Attack: The creature gain the ability to use manufactured weapon and gain proficiency with one exotic weapon, chosen at the time this template his gained.

    Special attacks: A savage retains all the base creature special attacks and gains those describe below.

    Bestial Attribute (Ex): A savage is a creature that straddle the line between humanoid and monster, as such it gain one bestial attribute chosen from the list below:
    • Animal Rhythm (Ex): Three times per day, as a swift action, a savage can channel the power of it’s animal side. While doing so it can make one additional attack per round at its highest attack bonus -5. The savage can stay in this state for one rounds per four Hit dices it posses.
    • ---------
    • Dragon Strength (Ex): Three times per day, as a swift action, a savage can channel the strength a dragon. While doing so it gain a +2 bonus on all weapon damage roll. The savage can stay in this state for one rounds per four Hit dices it posses per uses.
    • ---------
    • Insect Carapace (Ex): Three times per day, as a swift action, a savage can channel a vermin-like resilience. While doing so it gain a +2 bonus to AC. The savage can stay in this state for one rounds per four Hit dices it posses per uses.
    • ---------
    • Magical Celerity (Ex): Three times per day, as a swift action, a savage can channel the speed of magical creature. While doing so it gain a +20 ft bonus to all its movement speed. The savage can stay in this state for one rounds per four Hit dices it posses per uses.
    • ---------
    • Sprite Accuracy (Ex) Three times per day, as a swift action, a savage can channel the precision of the fey. While doing so it gain a +2 bonus on all weapon attack roll. The savage can stay in this state for one rounds per four Hit dices it posses per uses.


    Special qualities: A savage lose all the trait from it’s previous type but otherwise has all the base creature special qualities, plus darkvision 60ft. In addition a savage does not gain proficiency with any type of weapon (besides the exotic weapon mentioned under the attack section), armor or shield by virtue of this template. If it was mindless it also lose this qualities, see Abilities for more detail.

    Saving Throws: The creature base save bonus derived from racial Hit dice change as follow, a savage Reflex and Will’s save change to good (equal to two plus half Hit dice round down), while Fortitude’s saves become poor (equal to one third Hit dice round down), recalculate them if necessary.

    Abilities: A savage gain +2 Strength, +2 Constitution and -2 Int (minimum 3). If this template is applied to a creature that did not posses a Constitution score before, it gain one equal to 3d6, -2 from the adjustment mentioned previously. If this template is applied to a creature that did not posses an Intelligence score, it gain an Intelligence score equal to 3 and as a consequence lose the mindless special qualities if it possess it.

    Skills: A savage gain skill points equal to (2 + Int modifier, minimum 1) per racial Hit dices (four times that at first level), recalculate the creature skill rank if necessary. Any skill given in the creature description is a class skill for the savage. In addition Knowledge (nature) is always a class skill for a savage.

    Feat: A savage gain one bonus feat taken from the following list, the savage does not need to meet the prerequisite for the feat to select it. Ability focus, Blind-Fight, Dodge, Endurance, Great Fortitude, Improve critical, Improve initiative, Improve unarmed strike, Iron will, Lighting reflexes, Power attack, Quick Draw, Run, Toughness, Track, Two-Weapon Fighting or Weapon focus.

    Challenge Rating: +1

    Level adjustment: +3

    Cosmetic change: When the base creature become a savage the change can be great or small. The creature generally become more brutish and violent. It gain a trait that vary depending on bestial attribute, fur, scales, pointed ear, deformed eyes, little wings, it can take many form but often remain minor.

    Change Log:
    Spoiler
    Show

    • The wording of the template had been clarified.
    • Removed the bite attack
    • Reduced the strength bonus.
    • Replaced furious revenge with bestial attribute more flavorful and give some choice.
    • Changed a little the list of bonus feat.

    Last edited by zagan; 2011-11-12 at 05:14 PM.
    Latest homebrew: The Avatars of Magic, powerful monster each dedicated to ne school of magic.

    My homebrewer's Extended Signature
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    Mirar, Bizarre human Focused Conjurer/Master specialist (summoning specialist)
    Xilef, shifter Druid 8//Barbarian 5/Weretouched master 3
    Other Character.

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    Default Re: [3.5] The Revised (and Expended) Template Project

    Seelie Template

    A seelie lion

    Sample Seelie Creature:
    Spoiler
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    This example use a Large Earth Elemental as the base creature

    Seelie Earth Elemental
    Size/Type Large Fey (Earth, Extraplanar)
    Hit Dice: 8d6+32 (60 hp)
    Initiative: -1
    Speed: 20 ft. (4 squares)
    Armor Class: 18 (–1 size, –1 Dex, +10 natural),, touch 8, flat-footed 18
    Base Attack/Grapple: +4/+15
    Attack: Slam +10 melee (2d8+7)
    Full Attack: 2 slams +10 melee (2d8+7)
    Space/Reach: 10 ft./10 ft.
    Special Attacks: Earth mastery, push, fey magic
    Special Qualities: Damage reduction 5/–, earth glide, damage reduction 5/cold iron, low light vision
    Saves: Fort +6, Ref +5, Will +6
    Abilities: Str 25, Dex 8, Con 19, Int 6, Wis 11, Cha 13
    Skills: Craft (gemcutting) +3 (cross class), Listen +11, Perform (percussion) +12, Spot +11
    Languages: Terran
    Feats: Cleave, Great Cleave, Power Attack
    Environment: Elemental Plane of Earth
    Organization: Solitary
    Challenge Rating: 5
    Treasure: None
    Alignment: Usually Neutral
    Advancement: 9–15 HD (Large)

    Earth Mastery (Ex): An earth elemental gains a +1 bonus on attack and damage rolls if both it and its foe are touching the ground. If an opponent is airborne or waterborne, the elemental takes a –4 penalty on attack and damage rolls. (These modifiers are not included in the statistics block.)

    Push (Ex): An earth elemental can start a bull rush maneuver without provoking an attack of opportunity. The combat modifiers given in Earth Mastery, above, also apply to the elemental’s opposed Strength checks.

    Earth Glide (Ex): An earth elemental can glide through stone, dirt, or almost any other sort of earth except metal as easily as a fish swims through water. Its burrowing leaves behind no tunnel or hole, nor does it create any ripple or other signs of its presence. A move earth spell cast on an area containing a burrowing earth elemental flings the elemental back 30 feet, stunning the creature for 1 round unless it succeeds on a DC 15 Fortitude save.

    Fey Magic (Sp): A seelie earth elemental can use blur (DC 13), command (DC 12) and glitterdust (DC 13) as spell-like abilities each three times per day. The caster level of these abilities is 3rd and the DC are Charisma based.

    Wild Luck (Su): A seelie has a strange relation with luck. Once per day, as a standard action, a seelie can roll a d6 and it gain one benefit described in the table below depending on the result of this roll for the rest of the day.

    {table=head]
    d6
    |
    Benefit

    1|+2 luck bonus to all attack roll
    2|+2 luck bonus to all weapon damage roll
    3|+2 luck bonus to AC
    4|+2 luck bonus on all saving throw
    5|+2 luck bonus to all skill check
    6|All of the above
    [/table]


    Creating a Seelie Creature: Seelie is a template that can be applied to any non-fey (referred to hereafter as the base creature).
    A seelie has all the base creature’s statistics and special abilities except as noted here.

    Size and type: The creature’s type change to fey. Recalculate base attack bonus, saves, or skill points as appropriate (further detail below). Size is unchanged.

    Hit Dice: All racial Hit dice (including those gain after the application of this template) become d6

    Base Attack/Grapple: The creature base attack bonus derived from it’s racial Hit Dice is changed to poor (1/2, as a wizard of it’s level), recalculate it if necessary. The seelie’s grapple bonus uses its attack bonus and modifiers for Strength and size as normal.

    Special attacks: A seelie retains all the base creature special attacks and gains those describe below.

    Fey Magic (Sp): A seelie gain three spell-like abilities chosen from the list below each usable three times per day. Its choice are limited by its number of Hit dice. In all case it’s caster level for these spell-like abilities is equal to it’s Hit dice and the save DC, if any, is Charisma based. Each time a seelie gain a new Hit dice, it can change its selection of spell-like abilities.

    {table=head]
    Hit Dice
    |
    Spell-like Abilities

    1-4|
    Calm Animal

    |
    Charm Person

    |
    Command

    |
    Faerie Fire

    |
    Hypnotism

    |
    Speak With Animal

    [/table]
    {table=head]
    Hit Dice
    |
    Spell-like Abilities

    5-8|
    Animal Messenger

    |
    Blur

    |
    Calm Emotion

    |
    Enthrall

    |
    Glitterdust

    |
    Hideous Laughter

    [/table]
    {table=head]
    Hit Dice
    |
    Spell-like Abilities

    9-12|
    Blindness/Deafness
    |
    Deep Slumber

    |
    Gaseous Form

    |
    Rage

    |
    Snare

    |
    Suggestion

    [/table]
    {table=head]
    Hit Dice
    |
    Spell-like Abilities

    13-16|
    Confusion

    |
    Charm Monster

    |
    Dimension Door

    |
    Discern Lies

    |
    Dismissal

    |
    Rainbow Pattern

    [/table]
    {table=head]
    Hit Dice
    |
    Spell-like Abilities

    17-20|
    Dominate Person

    |
    Feeblemind

    |
    Greater Command

    |
    Prying Eyes

    |
    Tree Stride

    |
    Waves of Fatigue

    [/table]

    Wild Luck (Su): A seelie has a strange relation with luck. Once per day, as a standard action, a seelie can roll a d6 and it gain one benefit described in the table below depending on the result of this roll for the rest of the day.

    {table=head]
    d6
    |
    Benefit

    1|+2 luck bonus to all attack roll
    2|+2 luck bonus to all weapon damage roll
    3|+2 luck bonus to AC
    4|+2 luck bonus on all saving throw
    5|+2 luck bonus to all skill check
    6|All of the above
    [/table]

    Special qualities: A seelie lose all the trait from it’s previous type but otherwise has all the base creature special qualities, plus low-light vision and damage reduction 5/cold iron. In addition a seelie does not gain proficiency with any type of weapon, armor or shield by virtue of this template.

    Saving Throws: The creature base save bonus derived from racial Hit dice change as follow, a seelie Reflex and Will’s save change to good (equal to two plus half Hit dice round down), while its Fortitude’s saves become poor (equal to one third Hit dice round down), recalculate them if necessary.

    Abilities: A seelie gain +2 Charisma. If this template is applied to a creature that did not posses a Constitution score before, it gain one equal to 3d6.

    Skills: A seelie gain skill points equal to (6 + Int modifier, minimum 1) per racial Hit dices (four times that at first level), recalculate the creature skill rank if necessary. Any skill given in the creature description is a class skill for the seelie. In addition Knowledge (nature) and Perform are always class skills for a seelie.

    Challenge Rating: +1

    Level adjustment: +3

    Cosmetic change: When the base creature become a seelie the change are very limited. The creature look more beautiful and sometimes eldritch marking appear on it’s skin.

    Change Log:
    Spoiler
    Show

    • The wording of the template had been clarified.
    • Give more choice of spell-like abilities



    Slime Template

    A slime lamia

    Sample Slime Creature:
    Spoiler
    Show

    This example use a Giant Wasp as the base creature

    Slime Giant Wasp
    Size/Type Large Ooze (Centralized)
    Hit Dice: 5d10+10 (37 hp)
    Initiative: +1
    Speed: 10 ft. (2 squares), fly 60 ft. (good)
    Armor Class: 14 (–1 size, +1 Dex, +4 natural), touch 10, flat-footed 13
    Base Attack/Grapple: +3/+11
    Attack: Sting +6 melee (1d3+6 plus poison)
    Full Attack: Sting +6 melee (1d3+6 plus poison)
    Space/Reach: 10 ft./5 ft.
    Special Attacks: Poison, acid production (3/day), engulf, split
    Special Qualities: Centralized traits, slight build, flexible body
    Saves: Fort +3, Ref +2, Will +2
    Abilities: Str 18, Dex 12, Con 14, Int —, Wis 13, Cha 11
    Skills: Escape Artist +5, Spot +9, Survival +1*
    Feats: --
    Environment: Temperate forests
    Organization: Solitary, swarm (2–5), or nest (11–20)
    Challenge Rating: 4
    Treasure: None
    Alignment: Always neutral
    Advancement: 6–8 HD (Large); 9–15 HD (Huge)

    Poison (Ex): Injury, Fortitude DC 14, initial and secondary damage 1d6 Dex. The save DC is Constitution-based.

    Skills: Giant wasps have a +8 racial bonus on Spot checks and a +4 racial bonus on Escape Artist check. *They also have a +4 racial bonus on Survival checks to orient themselves.

    Acid production (Ex): Three time per day as a standard action a slime can generate an acid glob, it can either spit it at target, treat this as a range touch attack with a range increment of 20ft dealing 1d6 point of acid damage or the slime can put it in a vial and use it as an acid flask.

    Engulf (Ex) Although it moves slowly, a slime can simply mow down creature smaller than itself as a standard action. It cannot make any attack during a round in which it engulfs. The slime merely has to move over the opponents, affecting as many as it can cover. Opponents can make opportunity attacks against the slime, but if they do so they are not entitled to a saving throw. Those who do not attempt attacks of opportunity must succeed on a Reflex save (DC 16, Str based) or be engulfed; on a success, they are pushed back or aside (opponent’s choice) as the slime moves forward. Engulfed creatures take 1d6 points of acid damage per round, and are considered to be grappled and trapped within its body.

    Split (Su): When taking damage from a slashing weapon a slime can choose to create a blob that serve it. The blob appear in a square adjacent to the slime and can act immediately. It stay alive for five rounds after which it simply dissolve. A blob can only follow simple order such as attack, move or push.

    Slight Build (Ex): The physical stature of a slime lets them function in many ways as if they were one size category smaller. Whenever a slime is subject to a size modifier or special size modifier for an opposed check (such as Hide), the slime is treated as one size smaller if doing so is advantageous to it. A slime is also considered to be one size smaller when "squeezing" through a restrictive space. A slime can use weapons designed for a creature one size smaller without penalty. However, the space and reach of a slime remain those of a creature of their actual size. The benefits of this racial trait stack with the effects of powers, abilities, and spells that change the subject's size category.

    Flexible Body (Ex): A slime body being made mostly of a gelatinous material confer some advantage. A slime can ignore up to two dice of damage when taking falling damage.


    Creating a Slime Creature: Slime is a template that can be applied to any non-ooze (referred to hereafter as the base creature).
    A slime has all the base creature’s statistics and special abilities except as noted here.

    Size and type: The creature’s type change to ooze with the centralized subtype (see spoiler). Recalculate base attack bonus, saves, or skill points as appropriate (further detail below). Size is unchanged.

    Spoiler
    Show

    Ooze (Centralized):
    Unlike normal Oozes, the magic maintaining the Centralized Ooze identity and personality gives it a somewhat more discernible anatomy. In particular, a core of magical power runs through the creature, functioning similarly to the nervous and circulatory systems of normal creatures. This is necessary to allow the Centralized Ooze to function, but comes at the cost of many of the features of a usual Ooze creature. It also provides the Centralized Ooze with limbs and something resembling a head.
    - Limbs: Unlike normal Oozes, Centralized Oozes have limbs. Though the particular shape of an Centralized Ooze may vary dramatically, the general idea would be a central portion, perhaps roughly spherical, with a blob serving as a sort of head, with the limbs sprouting directly from this Core. This can allows them to wield weapons and wear armor if their shape permit it.
    - Intelligence: Unlike normal Oozes, Centralized Oozes are not Mindless, and are therefore susceptible to Mind-Affecting effects.
    - Sensory Perception: Unlike normal Oozes, Centralized Oozes do not have Blindsight. Instead, they gain normal sense of sight, hearing and touch.
    - Immunities: Unlike normal Oozes, Centralized Oozes are not immune to Paralysis or Stunning effects. They are immune to Poison, Sleep, and Polymorph, like most Oozes, and additionally immune to non-magical Disease, Nausea, Fatigue, Exhaustion, and effects that cause the Sickened condition. Magical or supernatural sources of these effects may affect them as usual.
    - Critical Hits: Unlike normal Oozes, Centralized Oozes are susceptible to critical hits and flanking. They do have a discernible (if exotic and somewhat simple) anatomy, which is roughly humanoid in form, and those skilled or lucky enough to hit a weak spot can do additional damage.
    - Eating, Drinking, Sleeping, and Breathing: Like most Oozes, Centralized Oozes do not need to sleep (though general rest is necessary to regain spells and similar abilities), they do not need to breath either but they need to eat and drink as normal.


    Hit Dice: All racial Hit dice (including those gain after the application of this template) become d10

    Speed: The creature base land speed is reduces by 10ft to a minimum of 10ft

    Base Attack/Grapple: The creature base attack bonus derived from it’s racial Hit Dice is changed to average (3/4, as a cleric of it’s level), recalculate it if necessary. The slime’s grapple bonus uses its attack bonus and modifiers for Strength and size as normal.

    Special attacks: A slime retains all the base creature special attacks and gains those describe below.

    Acid production (Ex): Three time per day as a standard action a slime can generate an acid glob, it can either spit it at target, treat this as a range touch attack with a range increment of 20ft dealing 1d6 point of acid damage or the slime can put it in a vial and use it as an acid flask.

    Engulf (Ex) Although it moves slowly, a slime can simply mow down creature smaller than itself as a standard action. It cannot make any attack during a round in which it engulfs. The slime merely has to move over the opponents, affecting as many as it can cover. Opponents can make opportunity attacks against the slime, but if they do so they are not entitled to a saving throw. Those who do not attempt attacks of opportunity must succeed on a Reflex save (DC 10 + ½ slime’s Hit dice + slime’s Str modifier) or be engulfed; on a success, they are pushed back or aside (opponent’s choice) as the slime moves forward. Engulfed creatures take 1d6 points of acid damage per round, and are considered to be grappled and trapped within its body.

    Split (Su): When taking damage from a slashing weapon a slime can choose to create a blob that serve it (see spoiler for statistic of the blob). The blob appear in a square adjacent to the slime and can act immediately. It stay alive for a number of rounds equal to 3 + the slime’s Constitution modifier after which it simply dissolve. A blob can only follow simple order such as attack, move or push.

    Spoiler
    Show

    Type: Ooze
    Size: Vary depending on the damage that create it and on the size of the slime as describe on the table below.

    {table=head]
    Damage
    |
    Size

    25% or less of total Hit point|3 sizes category smaller than slime1
    26% to 50% of total Hit point|2 sizes category smaller than slime1
    51% to 75% of total Hit point|1 sizes category smaller than slime1
    76% or more of total Hit point|Same sizes as slime
    [/table]
    1: Minimum Fine

    Hit Dice: Half the slime’s Hit dice, minimum one
    Hit Points: Equal to the damage that create it, a blob does not gain additional hit point for having a high constitution score
    Initiative: Always act on the same initiative as the slime
    Speed: Same as the slime
    Armour Class: As normal for a creature of it’s size and it gain a natural armor bonus equal to half the natural armor bonus of the slime, minimum 0.
    Base Attack Bonus: Equal to half the base attack bonus of the slime, minimum 0.
    Grapple: As normal for a creature of it’s size
    Attack: A blob posses one slam natural attack, that deal damage depending on it’s size.

    {table=head]
    Size
    |
    Slam Damage

    Fine|
    1

    Diminutive|
    1d2

    Tiny|
    1d3

    Small|
    1d4

    Medium|
    1d6

    Large|
    1d8

    Huge|
    2d8

    Gargantuan|
    3d6

    Colossal|
    4d6

    [/table]

    Space/Reach: As normal for a creature of it’s size
    Special Attacks: Engulf (as the slime ability of the same name)
    Special Qualities: Ooze trait, mindless, blind, immunity to poison, sleep effects, paralysis, polymorph, and stunning, not subject to critical hits or flanking, blindsight 30ft
    Saves: As normal for an ooze of it’s Hit dice (no good saving throws).
    Abilities: Str *, Dex 10, Con *, Int -, Wis 1, Cha 1
    *: A blob Strength and Constitution score is equal to those of the slime that create it.
    Skills: --
    Feats: --
    Alignment: Neutral


    Special qualities: A slime lose all the trait from it’s previous type but otherwise has all the base creature special qualities, plus those describe below.

    Slight Build (Ex): The physical stature of a slime lets them function in many ways as if they were one size category smaller. Whenever a slime is subject to a size modifier or special size modifier for an opposed check (such as Hide), the slime is treated as one size smaller if doing so is advantageous to it. A slime is also considered to be one size smaller when "squeezing" through a restrictive space. A slime can use weapons designed for a creature one size smaller without penalty. However, the space and reach of a slime remain those of a creature of their actual size. The benefits of this racial trait stack with the effects of powers, abilities, and spells that change the subject's size category.

    Flexible Body (Ex): A slime body being made mostly of a gelatinous material confer some advantage. A slime can ignore up to two dice of damage when taking falling damage.

    Saving Throws: The creature base save bonus derived from racial Hit dice change as follow, all the base creature’s saving throw change to poor (equal to one third Hit dice round down), recalculate them if necessary.

    Abilities: Unchanged. If this template is applied to a creature that did not posses a Constitution score before, it gain one equal to 3d6.

    Skills: A slime gain skill points equal to (2 + Int modifier, minimum 1) per racial Hit dices (four times that at first level), recalculate the creature skill rank if necessary. Any skill given in the creature description is a class skill for the slime. In addition Knowledge (dungeoneering) is always a class skill for a slime. Finally a slime gain a +4 racial bonus on all Escape Artist check.

    Challenge Rating: +1

    Level adjustment: +3

    Cosmetic change: When the base creature become a slime it change almost completely, while it retain its general shape its now made of jelly-like material. The color can vary a great deal but green and yellow is the most common.

    Change Log:
    Spoiler
    Show

    • The wording of the template had been clarified.
    • Improved the range of acid production to 20ft
    • Add Engulf and Split.



    Unliving Template

    An unliving dragon

    Sample Unliving Creature:
    Spoiler
    Show

    This example use a Young Red Dragon as the base creature

    Unliving Young Red dragon
    Size/Type Medium Undead (Unfinished, Water)
    Hit Dice: 10d12+20 (85)
    Initiative: +4
    Speed: 60 ft., fly 150 ft. (poor), swim 60 ft.
    Armor Class: 19 (+9 natural), touch 10, flat-footed 19
    Base Attack/Grapple: +5/+7
    Attack: Bite +7 melee (1d8+2)
    Full Attack: Bite +7 melee (1d8+2) plus 2 claws +5 melee (1d6+1) plus 2 wings +5 (1d4+1)
    Space/Reach: 5 ft./5 ft.
    Special Attacks: Breath weapon (60ft line, 6d4 acid, DC 17), paralysis touch (1/day, DC 15), negative conduit (DC 15)
    Special Qualities: Darkvision 120ft, immunity to acid, water breathing, blindsense 60ft, keen senses, unfinished trait, living resistance
    Saves: Fort +9, Ref +3, Will +3
    Abilities: Str 15, Dex 10, Con 15, Int 10, Wis 11, Cha 10
    Skills: Concentration +15, Hide +13, Move Silently +13, Swim +23
    Feats: Improved Initiative, Flyby Attack, Power Attack, Multiattack
    Environment: Warm marshes
    Organization: Solitary or clutch (2–5)
    Challenge Rating: 6
    Treasure: Triple standard
    Alignment: Always chaotic evil
    Advancement: 11–12 HD
    Level Adjustment: +7

    Breath Weapon (Su): A black dragon has one type of breath weapon, a 60ft line dealing 6d4 points of acid damage. Reflex save for half (DC 17).

    Water Breathing (Ex): A black dragon can breathe underwater indefinitely and can freely use its breath weapon, spells, and other abilities while submerged.

    Blindsense (Ex): Dragons can pinpoint creatures within a distance of 60 feet. Opponents the dragon can’t actually see still have total concealment against the dragon.

    Keen Senses (Ex): A dragon sees four times as well a human in shadowy illumination and twice as well in normal light. It also has darkvision out to 120 feet.

    Skills: A black dragon gains a +8 racial bonus on any Swim check to perform a special action or avoid a hazard. It always can choose to take 10 on a Swim check, even if distracted or endangered when swimming. It can use the run action while swimming, provided that it swims in a straight line.

    Paralysis Touch (Ex): Once per day, an unliving dragon can, as a standard action, make a touch attack against one creature. If this attack is successful the target creature must make a Fortitude save (DC 15) or become paralyzed for 1d4 rounds.

    Negative Conduit (Su): As a standard action, an unliving can remove a negative level currently affecting a creature within its reach (as a touch attack if the creature is unwilling). The unliving keep this negative level on hold, it does not affect the unliving. An unliving can keep a number of negative level on hold equal to its Constitution modifier, if the unliving cannot hold anymore negative level it cannot remove any more. The unliving can as standard action, make a touch attack against one creature to inflict one of the negative level it has on hold on that creature. When a creature, upon which the unliving as inflict a negative level, must make a Fortitude save to prevent it from becoming permanent the save DC is 15.

    Living Resistances Unliving young black dragon can't be destroyed via turning even by cleric whose level is equal or superior to 14.


    Creating an Unliving Creature: Unliving is a template that can be applied to any non-undead (referred to hereafter as the base creature).
    An unliving has all the base creature’s statistics and special abilities except as noted here.

    Size and type: The creature’s type change to undead with the unfinished subtype (see spoiler). Recalculate base attack bonus, saves, or skill points as appropriate (further detail below). Size is unchanged.

    Spoiler
    Show

    Undeads (Unfinished):
    Trait:
    - Unlike other undead an unfinished has a Constitution score.
    - Unlike other undead an unfinished does not have darkvision
    - Unlike other undead an unfinished is not immune to mind-affecting spell and ability
    - Immunity to poison, sleep effects, paralysis, disease, nausea, fatigue, exhaustion, effects that cause the sickened condition, and energy drain
    - An unfinished doesn’t heal lethal damage naturally
    - Unlike other undead a unfinished are subject to critical hit, nonlethal damage, stunning, ability damage, ability drain and death effects or necromancy effects
    - An unfinished can be affected by spells that target living creatures as well as by those that target undeads.
    -Damage dealt to a unfinished can be healed with positive or negative energy, such as from cure light wound or inflict light wound. However these spell (or any spell-like or supernatural ability that deal with positive or negative energy) provide only half their normal effect.
    - An unfinished responds slightly differently from other undead creatures when reduced to 0 hit points. A unfinished with 0 hit points is disabled, just like a living creature. He can only take a single move action or standard action in each round, but strenuous activity does not risk further injury. When his hit points are less than 0 and greater than -10, a Unfinished is inert. He is unconscious and helpless, and he cannot perform any actions. However, an inert Unfinished does not lose additional hit points unless more damage is dealt to him, as with a living creature that is stable.
    - An unfinished can be raised or resurrected.
    - An unfinished does not need to eat, sleep, or breathe, but he can still benefit from the effects of consumable spells and magic items such as heroes' feast and potions.
    - Although unfinished do not need to sleep, a unfinished undeads wizard must rest for 8 hours before preparing spells.


    Hit Dice: All racial Hit dice (including those gain after the application of this template) become d12

    Base Attack/Grapple: The creature base attack bonus derived from it’s racial Hit Dice is changed to poor (1/2, as a wizard of it’s level), recalculate it if necessary. The unliving’s grapple bonus uses its attack bonus and modifiers for Strength and size as normal.

    Special attacks: An unliving retains all the base creature special attacks and gains those describe below.

    Paralysis Touch (Ex): An number of times per day equal to its Charisma modifier (minimum 1), an unliving can, as a standard action, make a touch attack against one creature. If this attack is successful the target creature must make a Fortitude save (DC 10 + ½ unliving’s Hit dice + unliving’s Cha modifier) or become paralyzed for 1d4 rounds.

    Negative Conduit (Su): As a standard action, an unliving can remove a negative level currently affecting a creature within its reach (as a touch attack if the creature is unwilling). The unliving keep this negative level on hold, it does not affect the unliving. An unliving can keep a number of negative level on hold equal to its Constitution modifier, if the unliving cannot hold anymore negative level it cannot remove any more. The unliving can as standard action, make a touch attack against one creature to inflict one of the negative level it has on hold on that creature. When a creature, upon which the unliving as inflict a negative level, must make a Fortitude save to prevent it from becoming permanent the save DC is equal to 10 + ½ unliving’s Hit dice + unliving’s Cha modifier.

    Special qualities: An unliving lose all the trait from it’s previous type but otherwise has all the base creature special qualities and gains turn resistance 4 plus those describe below. In addition an unliving does not gain proficiency with any type of weapon, armor or shield by virtue of this template.

    Living Resistances Unliving can't be destroyed via turning even by cleric whose level is equal or superior to twice their Hit dice plus four.

    Saving Throws: The creature base save bonus derived from racial Hit dice change as follow, an unliving Will’s save change to good (equal to two plus half Hit dice round down), while its Fortitude and Reflex’s saves become poor (equal to one third Hit dice round down), recalculate them if necessary.

    Abilities: Unchanged. If this template is applied to a creature that did not posses a Constitution score before, it gain one equal to 3d6.

    Skills: An unliving gain skill points equal to (4 + Int modifier, minimum 1) per racial Hit dices (four times that at first level), recalculate the creature skill rank if necessary. Any skill given in the creature description is a class skill for the unliving. In addition Knowledge (religion) is always a class skill for an unliving.

    Challenge Rating: +1

    Level adjustment: +3

    Cosmetic change: When the base creature become an unliving the change is obvious. The creature look like a walking corpse with taunt skin and bone apparent. But unlike most undead, it’s obvious upon closer inspection that the creature still live in some way. Its blood, if any, circulate normally and the unliving instinctively breath even if does not need to.

    Change Log:
    Spoiler
    Show

    • The wording of the template had been clarified.
    • Add negative conduit.
    • Removed the penalty to Charisma based skill check.

    Last edited by zagan; 2011-11-12 at 05:25 PM.
    Latest homebrew: The Avatars of Magic, powerful monster each dedicated to ne school of magic.

    My homebrewer's Extended Signature
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    Mirar, Bizarre human Focused Conjurer/Master specialist (summoning specialist)
    Xilef, shifter Druid 8//Barbarian 5/Weretouched master 3
    Other Character.

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    Default Re: [3.5] The Revised (and Expended) Template Project

    Weed Template

    A weed pixie

    Sample Weed Creature:
    Spoiler
    Show

    This example use a Blink Dog as the base creature

    Weed Blink Dog
    Size/Type: Medium Plant (Moving)
    Hit Dice: 4d8 (18 hp)
    Initiative: +3
    Speed: 40 ft. (8 squares)
    Armor Class: 16 (+3 Dex, +3 natural), touch 13, flat-footed 13
    Base Attack/Grapple: +3/+3
    Attack: Bite +3 melee (1d6)
    Full Attack: Bite +3 melee (1d6)
    Space/Reach: 5 ft./5 ft.
    Special Attacks: Root, Pollen Cloud (3/day, blinding, DC 12)
    Special Qualities: Blink, dimension door, scent, moving trait, speak with plant, wooden affinity
    Saves: Fort +1, Ref +7, Will +4
    Abilities: Str 10, Dex 17, Con 10, Int 10, Wis 13, Cha 11
    Skills: Hide +3, Listen +5, Sense Motive +3, Spot +5, Survival +4
    Feats: Iron Will, Run, TrackB
    Environment: Temperate plains
    Organization: Solitary, pair, or pack (7–16)
    Challenge Rating: 3
    Treasure: None
    Alignment: Usually lawful good
    Advancement: 5–7 HD (Medium); 8–12 HD (Large)

    Blink (Su): A blink dog can use blink as the spell (caster level 8th), and can evoke or end the effect as a free action.

    Dimension Door (Su): A blink dog can teleport, as dimension door (caster level 8th), once per round as a free action. The ability affects only the blink dog, which never appears within a solid object and can act immediately after teleporting.

    Root (Ex): As a full-round action that provoke attack of opportunity a weed can root itself in the ground, this only work if the ground his composed of lose earth, soil or sand, in this state the Weed lose is Dexterity score, his speed become 0ft, it can't be move from her square, it automatically succeed on any attempt to resist bull-rush, trip or grapple attempt that would move it, it gain Fast-healing 5 and it does not need to eat or drink for as long as it stay root and for 24 hour thereafter. A weed can stay in this state indefinitely. As a full-round action the weed can exit this state.

    Pollen Cloud (Ex): Three times per day, a weed can, as a standard action, generate a 20 ft radius cloud of pollen centered on themselves, once create the cloud is stationary. A weed blink dog can generate blinding pollen. A weed is immune to the effect of its own pollen. The pollen affect a creature for as long as it stay in the cloud and for one round after it leaves it. A creature can resist the effect of the pollen by making a Fortitude save (DC 12), but it must make a save each round that it stay in the cloud. A pollen cloud persist for five rounds before dissipating. A moderate wind (11+ mph) disperses the cloud in 3 rounds; a strong wind (21+ mph) disperses the cloud in 1 round.

    Speak with plant (Su): Weed are always considered to be under the effect of a speak with plant spell.

    Wooden Affinity (Ex): A weed gain a +2 bonus to attack and damage roll when using weapon made completely of wood and when using such weapon they can ignore cover (but not total cover) provide by wooden object such as tree.


    Creating a Weed Creature: Weed is a template that can be applied to any non-plant (referred to hereafter as the base creature).
    A weed has all the base creature’s statistics and special abilities except as noted here.

    Size and type: The creature’s type change to plant with the moving subtype (see spoiler). Recalculate base attack bonus, saves, or skill points as appropriate (further detail below). Size is unchanged.

    Spoiler
    Show

    Plant (Moving Plant):
    Unlike normal plants, a moving has the ability to move as freely as most other living creature. This come at a cost however, because they must maintain a number of organ to sustain that level of activity Moving forgo a number immunity that other plant creature enjoy.
    - Mind: Unlike normal plants, moving are susceptible to mind-Affecting effects.
    - Immunities: Unlike normal plants, moving are not immune to Poison, Paralysis or Stunning effects. They are immune to Sleep, and Polymorph, like most Plants, and additionally immune to non-magical Disease, Nausea, and effects that cause the Sickened condition. Magical or supernatural sources of these effects may affect them as usual.
    - Critical Hits: Unlike normal plants, moving are susceptible to critical hits and flanking. They do have a discernible (if exotic) anatomy and those skilled or lucky enough to hit a weak spot can do additional damage.
    - Eating, Drinking, Sleeping, and Breathing: Like most Plants, Moving do not need to sleep (though general rest is necessary to regain spells and similar abilities), but they still need to eat, drink and breath.


    Hit Dice: All racial Hit dice (including those gain after the application of this template) become d8

    Base Attack/Grapple: The creature base attack bonus derived from it’s racial Hit Dice is changed to average (3/4, as a cleric of it’s level), recalculate it if necessary. The weed’s grapple bonus uses its attack bonus and modifiers for Strength and size as normal.

    Special attacks: A weed retains all the base creature special attacks and gains those describe below.

    Root (Ex): As a full-round action that provoke attack of opportunity a weed can root itself in the ground, this only work if the ground his composed of lose earth, soil or sand, in this state the Weed lose is Dexterity score, his speed become 0ft, it can't be move from her square, it automatically succeed on any attempt to resist bull-rush, trip or grapple attempt that would move it, it gain Fast-healing 5 and it does not need to eat or drink for as long as it stay root and for 24 hour thereafter. A weed can stay in this state indefinitely. As a full-round action the weed can exit this state.

    Pollen Cloud (Ex): Three times per day, a weed can, as a standard action, generate a 20 ft radius cloud of pollen centered on themselves, once create the cloud is stationary. A weed can only generate one type of pollen as describe below, the choice must be made when this template is gained and cannot be changed thereafter. A weed is immune to the effect of its own pollen. The pollen affect a creature for as long as it stay in the cloud and for one round after it leaves it. A creature can resist the effect of the pollen by making a Fortitude save (DC 10 + ½ weed’s Hit dice + weed’s Con modifier), but it must make a save each round that it stay in the cloud. A pollen cloud persist for five rounds before dissipating. A moderate wind (11+ mph) disperses the cloud in 3 rounds; a strong wind (21+ mph) disperses the cloud in 1 round.
    • Blinding Pollen(Ex): A creature subject to this type of pollen is blinded.
    • ---------
    • Irritating Pollen (Ex): A creature subject to this type of pollen is sickened.
    • ---------
    • Draining Pollen (Ex): A creature subject to this type of pollen is fatigued.


    Special qualities: A weed lose all the trait from it’s previous type but otherwise has all the base creature special qualities and gain low-light vision plus those describe below.

    Speak with plant (Su): Weed are always considered to be under the effect of a speak with plant spell.

    Wooden Affinity (Ex): A weed gain a +2 bonus to attack and damage roll when using weapon made completely of wood and when using such weapon they can ignore cover (but not total cover) provide by wooden object such as tree.

    Saving Throws: The creature base save bonus derived from racial Hit dice change as follow, a weed Fortitude’s save change to good (equal to two plus half Hit dice round down), while Reflex and Will’s saves become poor (equal to one third Hit dice round down), recalculate them if necessary.

    Abilities: Unchanged. If this template is applied to a creature that did not posses a Constitution score before, it gain one equal to 3d6.

    Skills: A weed gain skill points equal to (2 + Int modifier, minimum 1) per racial Hit dices (four times that at first level), recalculate the creature skill rank if necessary. Any skill given in the creature description is a class skill for the weed. In addition Knowledge (nature) is always a class skill for a weed.

    Challenge Rating: +1

    Level adjustment: +3

    Cosmetic change: When the base creature become a weed it change drastically. Its skin become either green and supple, brown and bark-like or sometimes white and elastic. Its hair or fur is replaced by leaves, flower or lichen. A retractile system of root also manifest on the creature feet or paw.

    Change Log:
    Spoiler
    Show

    • The wording of the template had been clarified.
    • Add low-light vision
    • Add a pollen attack
    • Increased the bonus from wooden affinity



    Wonderful Template

    A wonderful frog

    Sample Wonderful Creature:
    Spoiler
    Show

    This example use a Formian Worker as the base creature

    Wonderful Formian Worker
    Size/Type Medium Magical Beast (Lawful, Extraplanar)
    Hit Dice: 4d8+8 (26 hp)
    Initiative: +3
    Speed: 40 ft. (8 squares), fly 80ft (good)
    Armor Class: 18 (+3 Dex, +5 natural), touch 13, flat-footed 15
    Base Attack/Grapple: +4/+7
    Attack: Sting +7 melee (2d4+3 plus poison
    Full Attack: Sting +7 melee (2d4+3 plus poison) and 2 claws +5 melee (1d6+1) and bite +5 melee (1d4+1)
    Space/Reach: 5 ft./5 ft.
    Special Attacks: Poison, magical weaponry, supernatural power (3/day)
    Special Qualities: Hive mind, immunity to poison, petrification, and cold, resistance to electricity 10, fire 10, and sonic 10, spell resistance 18, darkvision 60ft, low light vision, DR 2/magic
    Saves: Fort +6, Ref +7, Will +2
    Abilities: Str 17, Dex 16, Con 14, Int 10, Wis 12, Cha 11
    Skills: Hide +10, Tumble +10
    Feats: Dodge, Multiattack
    Environment: A lawful-aligned plane
    Organization: Solitary, team (2–4), or troop (6–11)
    Challenge Rating: 4
    Treasure: None
    Alignment: Always lawful neutral
    Advancement: 5–8 HD (Medium); 9–12 HD (Large)

    Hive Mind (Ex): All formians within 50 miles of their queen are in constant communication. If one is aware of a particular danger, they all are. If one in a group is not flatfooted, none of them are. No formian in a group is considered flanked unless all of them are.
    Warriors are wicked combatants, using claws, bite, and a poisonous sting all at once. Through the hive mind, they attack with coordinated and extremely efficient tactics.
    A formian warrior’s natural weapons, as well as any weapons it wields, are treated as lawful-aligned for the purpose of overcoming damage reduction.

    Poison (Ex): Injury, Fortitude DC 14, initial and secondary damage 1d6 Str. The save DC is Constitution-based.

    Magical Weaponry (Sp): A wonderful gain magic weapon and magic fang, as the spells, as spell-like ability. It can use these spell-like abilities a total of three times per day. Its caster level is 4th and the save DC is Charisma based. If the wonderful posses six Hit dices, it can use greater magic fang and greater magic weapon instead.

    [b]Supernatural Power (Su):[b] A wonderful can three times per day, as a swift action, gain the benefit of one Protection from Chaos as the spell. The wonderful’s caster level is 4th. This effect as a range of personal and last only one round.


    Creating a Wonderful Creature: Wonderful is a template that can be applied to any non-magical beast (referred to hereafter as the base creature).
    A wonderful has all the base creature’s statistics and special abilities except as noted here.

    Size and type: The creature’s type change to magical beast. Recalculate base attack bonus, saves, or skill points as appropriate (further detail below). Size is unchanged.

    Hit Dice: All racial Hit dice (including those gain after the application of this template) become d10

    Speed: The creature gain a pair of wings granting it a fly speed equal to twice its base land speed with good maneuverability, if the base creature already as a fly speed use the better of the two.

    Base Attack/Grapple: The creature base attack bonus derived from it’s racial Hit Dice is changed to full (1/1, as a fighter of it’s level), recalculate it if necessary. The wonderful’s grapple bonus uses its attack bonus and modifiers for Strength and size as normal.

    Special attacks: A wonderful retains all the base creature special attacks and gains those describe below.

    Magical Weaponry (Sp): A wonderful gain magic weapon and magic fang, as the spells, as spell-like ability. It can use these spell-like abilities a total of three times per day. Its caster level is equal to its Hit dice and the save DC is Charisma based. If the wonderful posses six Hit dices, it can use greater magic fang and greater magic weapon instead.

    Supernatural Power (Su): A wonderful can three times per day, as a swift action, gain the benefit of one spell. The spell available to the wonderful are as follow and must be chosen when this template is gained, once the choice has been made it cannot be changed: Aid, Entropic Shield, Invisibility, Mage Armor, Protection from Chaos, Evil, Good or Law, See Invisibility, Shield, Silence, Spider Climb. The wonderful’s caster level is equal to its Hit dice and the save DC if any is Charisma based. In all case the spell as a range of personal or is centered on the wonderful creature and has a duration of only one round.

    Special qualities: A wonderful lose all the trait from it’s previous type but otherwise has all the base creature special qualities, plus darkvision 60ft, low-light vision and those describe below.

    Damage Reduction (Su): A wonderful gain damage reduction overcome by magic weapon. The amount of damage reduction is equal to half the wonderful’s Hit dice. In addition a wonderful natural weapon count as magic for the purpose of overcoming damage reduction.

    Spell Resistance (Ex): A wonderful gain spell resistance equal to ten plus it’s Hit dice.

    Saving Throws: The creature base save bonus derived from racial Hit dice change as follow, a wonderful Fortitude and Reflex’s save change to good (equal to two plus half Hit dice round down), while its Will’s saves become poor (equal to one third Hit dice round down), recalculate them if necessary.

    Abilities: Unchanged. If this template is applied to a creature that did not posses a Constitution score before, it gain one equal to 3d6.

    Skills: A wonderful gain skill points equal to (2 + Int modifier, minimum 1) per racial Hit dices (four times that at first level), recalculate the creature skill rank if necessary. Any skill given in the creature description is a class skill for the wonderful. In addition Knowledge (arcana) is always a class skill for a wonderful.

    Challenge Rating: +1

    Level adjustment: +3

    Cosmetic change: When the base creature become a wonderful the biggest change of course come from the wing, they can have various shape but feathered wing are the most common. The creature also posses some sort of invisible aura that other creature can feel, this aura make the creature look unique and special.

    Change Log:
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    • The wording of the template had been clarified.
    • Replaced magical claw with magical weaponry, the result is mostly the same but now you can use it even if you don’t have any natural weapon and you can use it on an ally.
    • Add supernatural power, a swift action one round only, first or second level spell.

    Last edited by zagan; 2011-09-17 at 08:18 AM.
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    Default Re: [3.5] The Revised (and Expended) Template Project

    Rules Interaction

    The rules presented here apply only to the changing templates presented in this document, by default they do not apply to any other templates.

    Aging and Mortality

    Upon gaining a changing template the life expectancy and the effect aging as on that creature change depending on the templates it as gain. A creature with a changing templates reach adulthood at the same times as a creature of the same species or race without such templates. A creature retain any penalty and bonus granted by the age category it was before gaining the template. After that it change age category and perhaps eventually dies after a number of years depending on each template as described on the table below. Each column indicate the numbers of years that must pass after attaining the previous age category before reaching the one indicated in the column. For example an arthropod Middle age human has 10 years before becoming Old and another 10 years before becoming Venerable. A newborn breather dwarf would reach adulthood when he’ll be 40 years old, as normal for a dwarf, he would then become Middle age when he’ll be 240 years old and Old when he’ll be 640 years old.

    {table=head]
    Templates
    |
    Middle Age
    |
    Old
    |
    Venerable
    |
    Maximum Age

    Arthropod|
    +10 years
    |
    +8 years
    |
    +6 years
    |
    +1d6 years

    Artificial|
    |
    --
    |
    --
    |
    None1

    Bizarre|
    +6d12 years
    |
    +5d12 years
    |
    +4d12 years
    |
    +2d12 years2

    Breather|
    +200 years
    |
    +400 years
    |
    +600 years
    |
    +4d100 years

    Divided|
    +12 years
    |
    +10 years
    |
    +8 years
    |
    +1d8 years

    Energy|
    |
    --
    |
    --
    |
    None1

    Exiled|
    |
    --
    |
    --
    |
    None1

    Mundane|
    +20 years
    |
    +20 years
    |
    +20 years
    |
    +2d20 years

    Oversized|
    +60 years
    |
    +80 years
    |
    +100 years
    |
    +2d100 years

    Savage|
    +17 years
    |
    +21 years
    |
    +27 years
    |
    +1d8 years

    Seelie|
    +500 years
    |
    +1000 years
    |
    +1000 years
    |
    +10d100 years

    Slime|
    |
    --
    |
    --
    |
    None1

    Unliving|
    |
    --
    |
    --
    |
    None1

    Weed|
    +1000 years
    |
    +2500 years
    |
    +5000 years
    |
    None3

    Wonderful|
    +100 years
    |
    +200 years
    |
    +300 years
    |
    +4d100 years

    [/table]
    1: The creature with these template stop aging, but they keep any penalty and bonus from aging they may posses before gaining the template, and they do not die of old age.
    2: If the roll indicated the maximum (24) the creature cannot die of old age.
    3: Weed creature cannot die of old age.

    Class features

    Most of times class features interact with the changing templates creature as they would with any other creature. A druid resist nature lure class features grant him a +4 bonus against a seelie spell-like abilities as normal. That said a few specific case need to be addressed.

    Dark knowledgeHH p83: Dark Knowledge can be used in two different way against a creature with a changing template.
    • First the character can make a knowledge check against the type granted by the template (bizarre, energy, exiled, unliving or wonderful (plus oversized and seelie with the archivist of nature feat and artificial and breather with the draconic archivist feat)). In this case the abilities work normally against the creature in question.
    • Second the archivist could make a knowledge check against the type the creature posses before gaining the template, for a mundane beholder it could make the check as if the creature was an aberration for examples. In this case the abilities granted only half the bonus it normally would, round down (minimum 0). Specifically tactics granted half the bonus on attack roll, puissance granted half the bonus on saving thrown, foe granted half the number of dice, dread secret dazzle the creature for half the number of round and foreknowledge granted half the bonus to AC.


    Favored Enemy: The bonus granted by the favored enemy class feature can apply in three different way against a template creature, as follow:
    • Against a template creature whose type is one of the character favored enemy the bonus apply normally.
      For example a character with favored enemy (+4 against aberration) and (+2 against dragon) would gain a +4 bonus against a bizarre wolf or a +2 bonus against breather dwarf.
    • Against a template creature whose type was once that of the character favored enemy apply only half the bonus.
      For example a character with favored enemy (+2 against vermin) would gain a +1 bonus against a mundane scorpion.
    • Against a template creature whose current type and former type are both favored enemy calculate the bonus for each type as described above and add them up.
      For example a character with favored enemy (+6 against plant) and (+2 against undead) would gain a +5 bonus against an unliving treant.


    Perfect Self: The change to the outsider type this class feature granted apply normally to a templated character but if doing so would be advantageous it can choose to be considered being of the type granted by its template for the purpose of spell or effect.[/list]
    Note: This also apply to other class feature that change the type of the character.

    Wild Empathy: This ability can be used on a divided creature with an Intelligence of 1 or 2 but with a –4 penalty on the check.

    Wild Shape: This ability cannot be used to take the shape of a divided creature.

    Feats

    A template creature can qualify for feat normally using its new type to qualify for them if need.
    When a creature gain a changing template it can immediately exchange any number of feat it posses for an equal number of feat list in this document. The creature can only select feat for which it meet the prerequisite upon gaining the template but must also that met them at the time the replaced feat was chosen, with the caveat that it count as if it always posses the changing template just gained. The creature can only replace feat in this manner if it was given a choice of feat to select from and the new feat belong on this list, this include feat gained from possessing a certain number of Hit dice. For example a 6th level wizard that just gained the bizarre template could change any of the feat he gained at 1st, 3rd and 6th level, and the feat he gained for being a 5th level wizard but not scribe scroll gained at first level because it didn’t choose scribe scroll it was simply granted to him.

    Templates

    Two different situation need to be addressed in regard to the interactions between templates.
    Note: All changing templates are considered to be both applied and inherited templates, this mean that a creature can either gain it or can be born with it.
    • Two or more changing templates. No creature can posses more than one of these templates at the same times. Should a creature gain one while it already posses another, it immediately lose all the benefit of the previous templates. The only existing way to gain benefit from more than one of these templates at the same times is taking level in the evolutionist prestige class.
    • One changing templates and one or more others. If the others templates does not change the creature type, both templates apply to the creature as normal. If the others templates does change the creature type however thing are different and the final type of the creature depend on the order in which the templates were applied. If the changing templates is applied after another templates that change the creature type, always use the type granted by the changing templates (this override the rule of the type pyramid found in Savage species p142). If on the other hand a templates which change a creature type is applied after a changing templates, the creature gain the type granted by this its new templates.


    Skills

    Various skills interact in specific way with changing templates.

    Disguise: Two situation can be faced when using the Disguise skill while the changing templates are in play. Either a character want to use it to masquerade as a creature with a changing template or the character posses a changing template and want to hide it. In both case the same modifier apply but vary depending on each templates as seen in the following table:

    {table=head]
    Templates
    |
    Modifiers

    Arthropod|
    -6

    Artificial|
    -10

    Bizarre|
    -4

    Breather|
    -2

    Divided|
    -2

    Energy|
    -10

    Exiled|
    +0

    Mundane|
    +0

    Oversized|
    +0

    Savage|
    -2

    Seelie|
    +0

    Slime|
    -10

    Unliving|
    -6

    Weed|
    -8

    Wonderful|
    -4

    [/table]
    These modifiers apply in addition to any other modifiers that may apply to the check, such as those for impersonating a creature of a different gender or race.

    Handle Animal: The Handle animal skill can be used on a divided creature as normal for an animal but only a divided creature with an Intelligence of 1 or 2 can learn trick.

    Knowledge: The knowledge skill can be used in two way with changing templates. Either to identify the templates or to identify a creature with a changing templates.
    • First to identify a template a creature need to use the skill that correspond to the type the templates granted, arcana to identify the breather templates for examples. The DC to identify a particular templates is 15. A creature gain a +4 bonus on this check if itself posses the changing templates it is trying to identify.
    • Second to identify a monster possessing a changing templates, a creature must make a knowledge check corresponding to the type the monster possessed before gaining the changing template. The DC in this case is equal to 10 + the monster’s Hit dice as normal but the creature take a penalty on such a check that vary depending on the templates that the monster posses, use the modifiers indicated in the table under the disguise description.


    Spells, Powers and other effects

    Most spell, power or other effect interact with creature that posses a changing template as normal. it is however important to remember that some spell or power can only affect a creature of a certain type, the charm person spell for example could only be used on a template creature if it posses the mundane template.
    A few specific spell need clarification as follow:

    Animal Messenger: Affect a divided creature only of its intelligence score is 1 or 2.

    Awaken: Can only be used on a divided creature if its intelligence score is 1 or 2 even when its not in feral state. (This also apply to the mass awakenSpc p21 spell.) Can also be used on creature that were animal before gaining a changing template but only if the template did not grant them sentience.

    Awaken ConstructSpc p21: Can only be used on an artificial creature if its mindless or its intelligence score is 1 or 2. Can also be used on creature that were construct before gaining a changing template but only if the template did not grant them sentience.

    Disrupt Undead: This spell heal an unliving creature of half 1d6 hit points (round down, minimum 0).

    Hide from Animal: Only hide from a divided creature if its intelligence score is 1 or 2.

    Repel Vermin: A not mindless arthropod creature get a will save even if it posses less than one-third of the level of the caster.

    Speak with Animal: Allow communication with a divided creature only if its intelligence score is 1 or 2.
    Last edited by zagan; 2011-09-30 at 08:42 AM.
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    Default Re: [3.5] The Revised (and Expended) Template Project

    And that will be all for this thread. I'll post the feat tomorow in another thread. Don't hesitate to point out all the error i'm sure I've made.
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    Default Re: [3.5] The Revised (and Expended) Template Project

    With saves, are the changes just to save from racial hit points?
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    Default Re: [3.5] The Revised (and Expended) Template Project

    These are pretty neat, but I think your LA's are way off though. Most of these seem like they should be an LA of 3 and you might even want to make some LAs of 4. A couple, such as the breather, are weaker and might only warrant a +2.
    I just went looking through some templates and almost any template that grants more than one attack or spell-like ability has an LA of at least +2 and once more are granted they gain LAs of 3 and 4.
    Last edited by eftexar; 2011-08-12 at 04:34 PM.

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    Default Re: [3.5] The Revised (and Expended) Template Project

    Quote Originally Posted by ForzaFiori View Post
    With saves, are the changes just to save from racial hit points?
    Only racial hit dice, I was sure that I've made that clear somewhere. I'll add a line about that.

    Quote Originally Posted by eftexar View Post
    These are pretty neat, but I think your LA's are way off though. Most of these seem like they should be an LA of 3 and you might even want to make some LAs of 4. A couple, such as the breather, are weaker and might only warrant a +2.
    I just went looking through some templates and almost any template that grants more than one attack or spell-like ability has an LA of at least +2 and once more are granted they gain LAs of 3 and 4.
    Yeah, probably. I admit that LA, and to a lesser degree CR also, I didn't pay much attention because in my game all the player have a template so I don't count it at all. But I'll run some comparaison and change it, probably to +2 or +3

    Thanks for the comment.
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    Default Re: [3.5] The Revised (and Expended) Template Project

    These are really great. The ideas are awesome.

    The LA though, does seem low.
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    Default Re: [3.5] The Revised (and Expended) Template Project

    I'm afraid that I have to weigh in with the same LA/CR comment. In order to create a +1 template (AKA the type of template most likely to see play), you pretty much have to design the template specifically to be such a template.

    Other than that, truly remarkable templates all around.
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    Default Re: [3.5] The Revised (and Expended) Template Project

    I've never much cared about game balanced, mostly because I play hard and fast with the rules, so I feel quite happy with these templates as they are. Flavorful, large, and interesting, I could see having a lot of time playing with these.
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    Default Re: [3.5] The Revised (and Expended) Template Project

    .........do you mean expAnded?
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    Default Re: [3.5] The Revised (and Expended) Template Project

    Quote Originally Posted by Zale View Post
    These are really great. The ideas are awesome.

    The LA though, does seem low.
    Quote Originally Posted by Realms of Chaos View Post
    I'm afraid that I have to weigh in with the same LA/CR comment. In order to create a +1 template (AKA the type of template most likely to see play), you pretty much have to design the template specifically to be such a template.

    Other than that, truly remarkable templates all around.
    Yes, after making a few comparaison with official template I can see that my template aren't LA +1. I was really surprise that such crappy template as celestial was LA +2. This may be a reason for my confusion. I Think I will go with LA +3. For CR it's harder because applying the seelie template on an elemental mean that despite gaining a few sla, it also lose all it's immunity. So +1 seem like enough.

    Quote Originally Posted by Domriso View Post
    I've never much cared about game balanced, mostly because I play hard and fast with the rules, so I feel quite happy with these templates as they are. Flavorful, large, and interesting, I could see having a lot of time playing with these.
    Me neither and I think it's the source of the problem.

    Quote Originally Posted by Veklim View Post
    .........do you mean expAnded?
    Once again I was too impatient when posting, I'll correct that.

    Thank you all for your support.

    EDIT: I've change the LA and add a line about the change in save applying only to racial hit dice.
    I've also posted the feats, here.
    Last edited by zagan; 2011-08-13 at 01:18 PM.
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